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From  the  North  American  Review,  for  1841.  vol.  53,  p.  540. 

The  CHESS  PLAYER,  with  Ennuvings  and  Diagrams;  containing  Frank- 
lin's Essay;  Introduction  to  the  Ruduheuts  of  Chess,  by  George  Walker;  the 
three  Games  played  at  one  and  the  same  time,  by  Philidor ;  and  Sixty  Openings, 
Mates  and  Situations.  By  W.  S.  Kenney,  Teacher.  Boston  :  Nathaniel  Dearborn. 
1841.    12  mo.  pp.  155. 

The  fascinating  and  truly  "royal  game"  of  Chess,  has  fewer  votaries  in  this 
country,  than  might  be  expected  from  its  reputation  and  solid  merits.  We  have  no 
clubs  established  in  diflerent  cities,  and  waging  a  protracted  warfare  with  each 
other  by  blows  which  lose  none  of  their  force  in  their  slow  transmission  by  mail. 
We  have  no  places  of  public  resort  exclusively  devoted  to  the  game,  where  the 
patient  combatants  cheat  the  night  of  its  hours  in  their  noisless  and  absorbing 
contest.  The  glory  belongs  to  the  chess  clubs  of  the  old  world,  to  the  "  Royal 
Divan  "  at  London,  and  the  Cafi  de  la  Rigence,  at  Paris.  Still,  we  can  boast  of  a 
few  lieroes  in  this  war;  vixSre  fortes  even  on  this  side  of  the  Atlantic.  Dr.  Frank- 
lin was  a  proficient  at  the  play,  which  he  has  illustrated  with  his  own  inimitabla 
humor,  good  sense  and  Socratic  moralizing.  His  shrewd,  penetrating,  and  happily 
balanced  intellect  was  admirably  adapted  to  the  stratagems  and  tactics  of  the 
noble  game  ;  bis  self-command  was  equally  conspicuous  in  success  and  defeat,  and 
it  enabled  him,  — O  I  incredible  glory  for  an  accomplished  player, — to  render  the 
mimic  engagements  subservient  to  what  the  world  deems  higher  and  more  impor- 
tant objects.  On  more  than  one  occasion,  a  challenge  at  chess  was  the  cover  for 
an  informal  though  weighty  negotiation,  and  while  seated  at  the  mystic  board, 
decisive  steps  were  taken  for  check-mating  a  powerful  king.  Besides  his  example 
and  writings,  the  wonderful  automaton  of  Kerapelen  and  Alaelzel,  when  exhibited 
in  this  country,  created  some  interest  in  the  game,  and  once  or  twice,  powerful 
combatant  as  he  was,  he  found  his  match  among  our  countrymen.  Of  course,  we 
speak  relatively,  when  alluding  to  the  want  of  national  cultivation  in  this  respect. 
There  are  smatierers  enough  to  be  found,  but  real  proficients  are  few  and  far  be- 
tween, and  none  but  a  chess  player  knows  the  immense  interval  between  a  first 
and  second  rate  performer. 

The  manual  published  by  Mr.  Dearborn  seems  to  be  skilfully  made  up  from  vari- 
ous English  publications  of  merit,  and  to  be  well  adapted  to  the  wants  both  of 
novices  and  of  experienced  players.  Beginners  may  take  their  first  lessons  from 
it  with  safely,  while  there  is  no  person  living,  who  may  not  derive  instruction  from 
the  recorded  games  of  the  matchless  Philidor.  We  hope  the  sale  of  the  work  will 
prove  that  the  amusement  is  gaining  ground  in  this  part  of  the  world,  for  it  has 
high  claims  to  cultivation  and  respect.  As  an  intellectual  exercise,  no  other  mere 
sport  can  be  mentioned  in  comparison  with  it.  The  skill  of  Philidor  depended, 
perhaps,  on  as  rare  natural  endowments  and  as  thorough  training,  as  the  mathe- 
matical triumphs  of  a  Laplace  or  a  Bowditch.  The  game  is  seldom  or  never  pol- 
luted by  being  made  an  excuse  for  gambling,  for  its  intrinsic  interest  requires  no 
foreign  excitement.  In  many  cases  it  may  well  be  recommend«d  to  the  young 
from  its  tendency  to  cultivate  those  habits  of  close  attention  and  forethought,  and 
accurate  calculation,  which  are  most  difficult  of  formation  in  early  life,  though  they 
are  essential  to  a  rrell  regulated  intellect,  and  to  the  successful  practice  of  any 
profession. 


at  the  coTTimencem^nl:  afa,  6ii/ne.  < 


BOSTOJT.    _^ 

Y'^JttblteheblTDil.lBfarlroTn,  i 
'  1841,  ^  ^ 


THE 

CHESS  PLAYER, 

ILLUSTRATED    WITH    ElfGRAVINGS    AND    DIAGRAMS. 

FRANKLIN'S  ESSAY  ON  THE  MORALS  OF  CHESS, 

Introduction  to  the  Rudiments  of  Chess, 

BY  GEORGE  WALKER,  TEACHER, 


TO  WHICH  ARE  ADDED 

The  Three  Games  played  at  one  and  the  same  time 

BY  PHILIDOR, 

Sixty  Openings,  Mates  and  Situations,  by 

¥,  S,  KENNY,  TEACHER, 

WITH  REMARKS,  ANECDOTES,  4c.  &(. 
AND    AN   EXPLANATION    OF   THE   ROUND    CHESS    BOARD. 


BOSTOZr, 

PUBLISHED    BY   NATHL.    DEARBORN, 

LITTLE  *  BROWN,  and    WEEKS,    JORDAN  *  Co.  Boiton  ;    Wm.   A.  COLMAN,   New 

Tork  :    GARY  *  HART,  Phil*.  ARMSTRONG  *  BERRY,  Baltimore ;  SMITH  *  PALMER, 

Rictunnnd,  Virs.   HENRY  WHIPPLE,  Salem,  and  B.  CRANSTON  *  Ce.  ProTidenct. 

^  1841. 


Entered  according  to  Act  of  Congress,  in  the  Year  1840,  by  Nathl. 
Dearborn,  in  the  Clerks  Office,  of  the  Distnct  Court  of  Massa- 
chusetts. 


ERRATA. 
2d.  line  from  the  bottom  of  page  82,  for  B.  3.  Q.  B.  to  Q.  B.  4th. 
read  B.  3.  K.  B.  to  Q.  B.  4th. 


PKEFACE. 

The  Tables  and  Games  in  the  following  pages  hare 
been  carefully  culled  from  various  European  works  on 
Chess,  and  which  have  been  highly  approved  of,  as  giving 
the  plainest  rules  for  understanding  the  principles  of  the 
game. 

Most  of  the  examples  and  diagrams  have  been  used 
with  great  success  in  the  instruction  room  by  eminent 
teachers,  and  the  variety  of  games  as  differently  accom. 
plished  by  celebrated  players,  embrace  perhaps,  every  point 
questioned  by  any  of  the  admirers  of  the  game. 

The  historical  remarks  are  from  the  best  sources,  and 
although  not  very  difuse  or  laboriously  extensive,  may  be 
found  interesting,  and  of  sufficient  extent  to  gratify  the 
taste  for  enquiry,  among  the  general  mass  of  readers  on 
this  subject. 

The  novice  will  find  in  the  plates,  the  first  correct  po- 
sition of  the  Chess-board  and  Men ;  and  from  that  start- 
ing point,  a  gradual  unfolding  of  every  game,  clearly  eluci- 
dated in  the  plainest  language,  with  the  aid  of  diagrams; 
and  with  a  little  attention  to  the  explanations,  the  moves 
and  power  of  the  dignified  pieces  and  that  of  the  pawn,  will 
be  readily  understood,  and  as  freely  brought  into  practice 
for  a  scientific  amusement,  and  as  a  beneficial  gymnasium 

for  the  mind. 

THE  PUBLISHER. 


INTRODUCTORY  REMARKS, 


Several  variations  have  alt  different  periods  been  intro- 
duced into  Chess. 

Chaturaje,  Or  the  four  Kings,  is  a  Persian  game,  by  four 
players  on  sixty-^our  squares,  each  with  eight  Chess-men^ 
distinguished  by  white,  black,  red,  and  green.  The  Chi' 
nese  introduced  other  pieces  to  imitate  cannon.  Carrera^ 
added  two  pieces,  the  campione  and  the  centaur;  with 
two  more  pawns,  and  increased  the  squares  to  eighty. 
Arch  Chess  was  played  on  a  board  with  one  hundred 
squares,  besides  two  new  pieces,  styled  the  centurion  and 
decurion,  and  two  additional  pawns  on  each  side.  The 
Duke  of  Ruthland's  Game  consisted  of  one  hundred  and 
forty  squares,  with  fourteen  pieces  and  fourteen  pawns  on 
each  side,  one  of  which  was  named  the  concubine,  and 
another  the  crowned  castle.  The  Round  Game  was 
played  on  a  round  board,  divided  into  sixty-four  parts  of 
four  circles.  The  German  Military  Game,  on  one  hun- 
dred and  twenty-one  squares,  had  on  each  side  a  king, 
two  guards,  two  cuirassiers,  two  dragoons,  two  hussars^, 
five  cannon,  and  eleven  fusileers. 

The  King  and  Pawn's  Game  is  merely  a  curious  varia- 
tion from  the  common  method  ;  where  the  king  and  pawns 
on  one  side  are  opposed  to  the  king,  pieces  and  pawns  on 
the  other.  In  this  game  the  king,  with  the  eight  pawns, 
is  allowed  to  make  two  moves  for  every  one  of  the  adver- 
sary. He  is  almost  certain  of  coming  off  victorious,  as  he 
can  make  his  first  move  into  check  and  the  second  out  of 
it.  Thus  he  can  take  the  queen,  when  she  stands  imme- 
diately before  her  king,  and  then  retreat,  for  he  cannot  re- 
main in  check.  He  cannot  be  check-mated,  unlesa  his 
adversary  has  preserved  his  queen  and  both  castles. 

A  few  years  back  an  attempt  was  made  in  England  to 
alter  the  name  of  the  Chess-men,  by  changing  that  of 
queen  into  minister,  castle  to  peer,  and  pawn  to  commoner) 
tnd  instead  of  castling  they  termed  it  closeting. — Kenny, 


TABLE  OF  CONTENTS. 


Remarks  by  W.  S.  Kenny.  * 

Franklin's  Essay  on  the  Morals  of  Chess.  ...        7 

CHAPTER  I. 
Ok  the  Chess-board  and  Chess-men 1* 

CHAPTER  II. 

HoAV  THE  Chess-men  move.— On  the  Move  of  the  King— On  the 
Move  of  the  Queen — On  the  Move  of  the  Rook  or  Castle— On  the 
Move  of  the  Bishop— On  ihe^Move  of  the  Knight— On  the  Move  of 
the  Pawa.        ..." 17 

CHAPTER  HI. 

On  the  manner  in  whtch  the  Chess-men  take  each  other  --On  At 
lacking— On  the  Phrase  "  En  prise."         ....        27 

CHAPTER  IV. 
Ch£ck  and  Check-mate. — Four  Positions 33 

CHAPTER  V. 

On  various  Elementary  Points  and  Technical  Terms— On  Check 
by  Discovery — A  Divergent  Check— The  Check  Penetrant— On 
Casting  the  King— A  Doubled  Pawn — A  Passed  Pawn— To  win 
the  Exchange— The  Minor  Pieces— To  give  Double  Check — I'o 
Queen  a  Pawn— On  the  first  Move— On  Counter  Attack— Taking 
a  Pawn  "  en  passent."  40 

CHAPTER  VI. 

On  the  Chess-men,  individually,  and  as  to  their  RELATrvE  VALtn*. 
--On  the  King— On  the  Queen— On  the  Rook — On  the  Bishop— On 
the  Knight— On  the  Pawn .49 

CHAPTER  VH. 

On  Drawn  GAMBS.--On  Perpetual  Check— On  Drawn  Games,  ftri.sing 
from  want  of  Force,  or  froua  a  strict  equality  of  Force— Oa  Drawn 


*»  COffTENTV. 


Games  «rismg  from  ignorance,  as  to  the  stronger  party  know* 
ing  how  to  effect  Mate  in  a  certain  Time—On  Drawn  Games^ 
arising  from  both  parties  persisting  in  playing  the  same  Move— On 
Stalemate 51 

CHAPTER  VIII. 

ErPLANATIOlf    or  THE  MoDE  OF    PLAYINS  OTHER    GaMES    FROM  ChKSS 

Books,  dec,  with  a  Table  for  arranging  the  squares.  60 

CHAPTER  IX. 

TuE  Laws  of  Chess,  adopted  by  the  first  Chess  Parties  j  with  Re- 
marks, and  Cases  of  Illustration 63- 

CHAPTER  X. 

On  the  best  Method  of  Opening  the  Game. — The  King's  Knight's 
Opening — The  King's  Bishop's  Opening—The  Queen's  Pawn-two- 
Opening— Capt.  Evan's  Opening— The  King's  Pawn-one  Opening- 
—On  the  Gambit— On  the  Queen's  Gambit— On  the  King's  Gam- 
bit—What is  Fool's  Mate  ? — What  is  Scholar's  Mate  ?  Explain- 
ed.   -        .        80 

CHAPTER  XI. 

Games  that  have  been  actually  Played  by  first-rate  Players,  with 
Notes,  &c 87 

CHAPTER  XII. 

Ok  the  Endings  of  Games.— King  and  Queen  against  King — King 
and  Rook  against  King — Two  Rooks  against  one  Rook — King 
and  Pawn  against  King— King,  Rook,  and  Pawn,  against  King 
and  Rook 103: 

On  Giving  and  Receiving  Odds. 114 

The  Three  Games  Played  by  Mr.  Philidor,  at  one  and  the  same 
time.  116 

Examples— Of  various  Openings,  Mates,  and  Situations.      .       124 

RciND  Chess-Board,  and  the  61  Movements  of  the  Knight,  by  a 
Diagram 144 

Square  Chess-eoard,  with  the  64  Movements  of  the  Knight  by  a 
Diagram.         .........        144 

Remarks  on  the  King  Castling. 145 

Do.  do.  Ancient  date  of  Chess  Playing.  .  •  145 
Do.         do.        Promotion  of  a  Pawn.      .        -        .        .        146 

Historical  Anedcotes  and  Opinions  respecting  the  Game,         148 


DR.    FRANKLIN'S   ESSAY 
ON    THE    MORALS    OF    CHESS. 


The  following  treatise  was  the  production  of  Dr.  Frank- 
lin ;  whose  comprehensive  mind,  like  the  broboscis  of  an 
elephant,  was  alike  capable  of  wielding  the  most  mighty, 
and  grasping  the  most  minute  subject. 

"  Playing  at  Chess  is  the  most  ancient  and  most  univer- 
sal game  among  men:  for  its  origin  is  beyond  the  memory 
of  history,  and  it  has,  for  numberless  ages,  been  the  amuse- 
ment  of  all  the  civilized  nations  of  Asia,  the  Persians,  the 
Indians,  and  the  Chinese.  Europe  has  had  it  above  a 
thousand  years;  the  Spaniards  have  .«pread  it  over  their 
part  of  America,  and  it  begins  lately  to  make  its  appear- 
ance in  these  Slates.  It  is  so  interesting  in  itself,  as  not 
to  need  the  view  of  gain  to  induce  engaging  in  it;  and 
thence  it  is  never  played  for  money.  Those,  therefore, 
who  have  leisure  for  such  diversions,  cannot  find  one  that 
is  more  innocent ;  and  the  following  piece,  written  with  a 
view  to  correct  (among  a  few  young  friends)  some  little 
improprieties  in  the  practice  of  it,  shews,  at  the  same  time, 
that  it  may,  in  its  effects  on  the  mind,  be  not  merely  ino- 
cent,  but  advantageous,  to  the  vanquished  as  well  as  the 
victor. 

The  game  ofChessisnot  merely  an  idle  amusement. 
Several  very  valuable  qualities  of  the  mind,  useful  in  the 
course  of  human  life,  are  to  be  acquired  or  strengthened  by 
it,  so  as  to  become  habits,  ready  on  all  occasions.  For  life 
is  a  kind  of  Chess,  iti  which  we  have  often  points  to  gain, 
and  competitors  or  adversaries  to  contend  with,  and  in 
which  there  is  a  vast  variety  of  good  and  ill  events,  that 
•re,  in  some  degree,  the  effects  of  prudence  or  the  want  of 
it.     By  playing  at  Chess,  then,  we  learn, 


THE    CHESS    PLAYER. 


I.  Foresight,  which  looks  a  little  into  futurity,  and  con- 
siders the  consequences  that  may  attend  an  action  :  for  it 
is  continually  occurring  to  the  player,  "  If  1  move  this 
piece,  what  will  be  the  abvantage  of  my  new  situation  ? 
What  use  can  my  adversary  make  of  it  to  annoy  me  ? 
What  other  moves  can  I  make  to  support  it,  and  defend 
myself  from  his  attacks?  " 

J  I.  Circumspection,  which  surveys  the  whole  chess- 
board, or  scene  of  action  ;  the  relation  of  the  several  pieces, 
and  iheir  situations;  the  dangers  they  are  repeatedly  expos- 
ed to;  the  several  possibilities  of  their  aiding  each  other; 
the  probabilities  that  the  adversary  may  make  this  or  that 
tnove,  and  attack  this  or  that  piece,  and  what  different 
means  can  be  used  to  avoid  his  stroke,  or  turn  its  conse- 
quences against  him. 

Ill  Caution,  not  to  make  our  moves  too  hastily.  This 
habit  is  best  acquired  by  observing  strictly  the  laws  of  the 
game;  such  as,  "  If  you  touch  a  piece,  you  must  move  it 
somewhere;   if  you  set  it  down,  you  must  let  it  in  remain." 

Therefore,  it  would  be  the  better  way  to  observe  these 
rules,  as  the  game  becomes  thereby  more  the  image  of 
human  life,  and  particularly  of  war;  in  which,  if  you  have 
incautiously  put  yourself  into  a  bad  and  dangerous  position, 
you  cannot  obtain  your  enemy's  leave  to  withdraw  your 
troops,  and  place  them  more  securely,  but  you  must  abide 
all  the  consequences  of  your  rashness. 

And  lastly,  we  learn  by  Chess  the  habit  of  not  being 
discouraged  by  present  bad  appearances  in  the  state  of  our 
affairs;  the  habit  of  hoping  for  a  favourable  change,  and 
that  of  persevering  in  the  search  of  resources.  The  game 
is  so  full  of  events,  there  is  such  a  variety  of  turns  in  it, 
the  fortune  of  it  is  so  subject  to  sudden  vicissitudes,  and 
one  so  frequently,  after  contemplation,  discovers  the  means 
of  extricating  oneself  from  a  supposed  insurmountable  dif- 
ficulty, that  one  is  encouraged  to  continue  the  contest  to 
the  last,  in  hopes  of  victory  from  our  skill,  or,  at  least, 
from  the  negligence  of  our  adversary.     And  whoever  con- 


■THE   CHESS   PLAYER. 


aiders,  what  in  Chess  he  often  sees  instances  of,  that  suc- 
cess is  apt  to  produce  presumption,  and  its  consequent  in- 
attention, by  which  more  is  afterwards  lost  than  was  gained 
by  the  preceding  advantage,  while  misfortunes  produce 
more  care  and  attention,  by  which  the  loss  may  be  recov- 
ered, will  learn  not  to  be  too  much  discouraged  by  any 
present  successes  of  his  adversary,  nor  to  despair  of  final 
good  fortune,  upon  every  little  check  he  receives  in  the 
pursuit  of  it. 

That  we  may  therefore  be  induced  more  frequently  to 
choose  this  beneficial  amusement,  in  preference  to  others 
which  are  not  attended  with  the  same  advantages,  every 
circumstance  that  may  increase  the  pleasure  of  it  should 
be  regarded  :  and  every  action  or  word  that  is  unfair,  dis- 
respectful, or  that  in  any  way  may  give  uneasiness,  should 
be  avoided,  as  contrary  to  the  immediate  intention  of  both 
the  parties,  which  is  to  pass  the  time  agreeably. 

I.  Therefore,  if  it  is  agreed  to  play  according  to  the 
strict  rules,  then  those  rules  are  to  be  strictly  observed  by 
both  parties  ;  and  should  not  be  insisted  upon  for  one 
side,  wliile  deviated  from  by  the  other,  for  this  is  not  eqi- 
table. 

"  II.  If  it  is  agreed  not  to  observe  the  rules  exactly, 
but  one  party  demands  indulgencies,  he  should  then  be  as 
willing  to  allow  them  to  the  other. 

"  III.  No  false  move  should  ever  be  made  to  extricate 
yourself  out  of  a  difficulty  or  to  gain  an  advantage;  for 
there  can  be  no  pleasure  in  playing  with  a  man  once  de- 
tected in  such  unfair  practice. 

"  IV.  If  your  adversary  is  long  in  playing,  you  ought 
not  to  hurry  him,  or  express  any  uneasiness  at  his  delay  ; 
not  even  by  looking  at  your  watch,  or  taking  up  a  book 
to  read  :  you  should  not  sing,  nor  whistle,  nor  make  a 
tapping  with  your  feet  on  the  floor,  or  with  your  fingers 
on  the  table,  nor  do  any  thing  that  may  distract  his  atten- 
iton ;  for  all  these  things  displease,  and  they  do  not  prove 
your  skill  in  playing,  but  your  craftiness,  and  your  rude- 
Bess. 


10 


THB    CHESS    PLATER. 


V.  You  ought  not  to  endeavor  to  amuse  and  deceive 
your  adversary,  by  pretending  to  have  made  bad  moves; 
and  saying  you  have  now  lost  the  game,  in  order  to  make 
him  secure  and  careless,  and  inattentive  to  your  schemes; 
for  this  is  fraud  and  deceit,  not  skill  in  the  game  of  Chess. 

VI.  You  must  not,  when  you  have  gained  a  victory, 
use  any  triumphing  or  insulting  expressions,  nor  show  too 
much  of  the  pleasure  you  feel ;  but  endeavor  to  console 
your  adversary,  and  make  him  less  dissatisfied  with  him- 
self by  every  kind  and  civil  expression  that  might  be  used 
with  truth ;  such  as,  you  understand  the  game  better  than 
I,  but  you  are  a  little  inattentive,  or  you  play  too  fast;  or 
you  had  the  best  of  the  game,  but  something  happened  to 
divert  your  thoughts,  and  that  turned  it  in  my  favor. 

VII.  If  you  are  a  spectator,  while  others  play,  observe 
the  most  perfect  silence  ;  for  if  you  give  advice,  you  offend 
both  parties  ;  him  against  whom  you  give  it,  because  it 
may  cause  him  to  lose  the  game  ;  him  in  whose  favor  you 
give  it,  because,  though  it  be  good,  and  he  follows  it,  he 
loses  the  pleasure  he  might  have  had,  if  you  had  permitted 
him  to  think  till  it  occurred  to  himself  Even,  after  a 
move,  or  moves,  you  must  not,  by  replacing  the  pieces,  show 
how  they  might  have  been  placed  better;  for  that  dis- 
pleases, and  might  occasion  disputes,  or  doubts  about  their 
true  situation. 

All  talking  to  the  players,  lessens  or  diverts  their  atten- 
tion, and  is,  therefore,  unpleasing ;  nor  should  you  give 
the  least  hint  to  either  party  by  any  kind  of  noise  or  mo- 
tion, if  you  do,  you  are  unworthy  of  being  a  spectator. 

If  you  desire  to  exercise  or  show  your  judgment,  do  it 
in  playing  your  own  game,  when  you  have  an  opportunity, 
not  in  criticising,  or  meddling  with,  or  councelling,  the 
play  of  others. 

Lastly,  If  the  game  is  not  to  be  played  rigorously,  ac- 
cording to  the  rules  abovementioned,  then  moderate  your 
desire  of  victory  over  your  adversary,  and  be  pleased  with 
one  over  yourself. 


THE    CHESS    PLAYER.  11 


Snatch  not  eagerly  at  every  advantage  offered  by  his 
unskillfulness  or  inattention;  but  point  out  to  him  kindly, 
that  by  such  a  move,  he  places  or  leaves  a  piece  en  prise 
unsupported ;  that  by  another,  he  will  put  his  king  into 
a  dangerous  situation,  &,c. 

By  this  generous  civility  (so  opposite  to  tlie  unfairness 
above  forbidden)  you  may  happen  indeed  to  lose  the  game, 
but  you  will  win  what  is  better,  his  esteem,  his  respect, 
and  his  affection;  together  with  the  silent  approbation  and 
good-will  of  the  spectators. 


THE  CHESS  PLAYER. 


CHESS  MADE  EASY. 


CHAPTER  I. 

ON  THE  CHESS-BOARD  AND  CHESS-MEN. 

Chess  is  a  game  played  by  two  persons,  with  sixteen 
chess-men  each,  on  a  board  of  sixty  four  squares.  The 
board  is  chequered  with  black  and  white  squares,  alternately 
—and  the  men  are  also  of  two  colors  in  order  to  present  an 
effective  contrast.  They  are  generally  formed  of  wood  or 
ivory. 

The  chess-board  must  be  placed  with  a  white  corner  on 
the  right  hand  of  each  player,  so  that  the  White  King's  Rook 
occupies  a  white  square  at  starting.  Were  this  not  attended 
to,  and  the  board  placed  indiscriminately,  it  would  make  no 
difference  in  the  game  ;  but  for  the  sake  of  uniformity,  the 
rule  is  arbitrary,  and  the  corner  square,  on  the  right  hand 
side  of  the  board,  must  be  a  white  one,  as  in  the  first  dia- 
gram, which  represents  the  chess-board  and  men  at  the 
commencement  of  the  game. 

The  lines  of  squares  on  the  board,  running  from  the  bot- 
tom upwards,  are  denominated  "files,"  in  contra-distinction 
to  the  lines  of  squares  running  from  the  left  to  the  right 
hand  side,  which  are  termed  '•  ranks, "  or  "  lines.  "  The 
rows  of  squares  running  obliquely  across  the  board  are  tech- 
nically called  "  diagonals. " 

Of  the  thirty-two  pieces  constitating  a  set  of  chess-men, 
2 


14 


THE    CHESS    PLAYER. 


each  player  has  sixteen,  viz. :  a  King,  a  Queen,  two  Rooks, 
also  called  Castles,)  two  Bishops,  two  Knights,  and  eight 
Pawns. 

The  men  are  figured  in  this  work  as  follows: — 


KIN'G.  QUEEN.         ROOK.       BISHOP.      KNIGHT.       PAWN. 


THE    CHESS-BOARD    AND    CHESS-MEN. 

Black  Men. 


White  Men. 
In  this  diagram  the  sixteen  white  pieces  occupy  the  low- 
er half  of  the  board,  and  their  black  opponents  are  set  out 


THE    CHESS    FLAYER.  15 


ill  battle  array  against  them.  A  large  board  facilitates 
calculation,  and  the  men  had  better  be  too  small,  than  loo 
big,  in  proportion  lo  the  board.  I  recommend  you  not  to 
play  on  a  board  of  less  size  than  eighteen,  or  twenty  inches 
square. 

The  next  thing  I  would  point  out  in  this  diagram  is, 
that  each  player  has  the  white  corner  on  his  right  hand,  at 
the  bottom.     The  board  is  therefore  correctly  placed. 

Of  the  sixteen  chess-men  belonging  to  each  party,  eight 
are  the  pieces  placed  on  the  first  line  of  the  board,  next  the 
player.  The  word  '  piece '  sometimes  includes  the  '  Pawns,' 
but  is  generally  used  to  denote  the  more  valuable  men. 

And  now  you  must  learn  how  to  set  up  the  pieces.  I  sup- 
pose I  am  addressing  "  White,"  but  the  Black  pieces  are 
placed  in  the  same  manner. 

The  two  Rooks  occupy  the  corner  squares;  the  squares 
adjoining  them  are  filled  by  the  Knights,  while  the  two  Bi- 
shops stand  next  to  the  Knights.  The  centre  squares  on 
the  same  line  are  appropriated  to  the  King  and  Q,ueen.  In 
the  front  are  the  eight  Pawns ;  one  Pawn  before  every  piece. 

When  I  said  the  Black  pieces  were  posted  similar  to  the 
White,  there  is  one  exception.  In  this  respect,  that,  as 
the  Queen  of  each  side  is  placed  on  the  square  of  her  own 
color,  the  White  player  has  his  King  on  the  right  hand 
square  of  the  two  centre  squares,  while  Black's  King  occu- 
pies the  left  hand  square  of  the  same  two  squares.  The 
two  Kings  are  thus  opposite ;  the  White  Queen  fills  a  white 
square,  and  the  Black  Queen  a  black  square,  according  to 
the  phrase  I  have  seen  in  old  chess-books, 

Regina  conscrvat  colorem. 

The  pieces  originally  placed  on  the  King's  side  of  the 
army  are  called,  for  the  sake  of  distinction,  the  King's  Bi- 
shop, the  King's  Knight,  and  the  King's  Rook  ;  while  the 
Pieces  on  the  Queen's  side  are  similarly  named  after  the 
Queen,  as  the  Queen's  Bishop,  the  Queen's  Knight,  and 
the  Queen's  Rook.  Each  Pawn  is  named  after  the  piece 
before  which   it  stands :  the  King's  Pawn,  the  King's  Bi- 


16  THE    CHESS   PLAYER. 


shop's  Pawn,  the  King's  Knight's  Pawn,  the  King's  Rook's 
Pawn ;  the  Clneen's  Pawn,  the  Queen's  Bishop's  Pawn,  the 
Q,ueen's  Knight's  Pawn,  and  the  Queen's  Rook's  Pawn.— 
Each  piece  bears  the  same  appellation  throughout  the  game 
that  it  had  at  starting  ;  thus,  the  King's  Bishop  is  always 
the  King's  Bishop,  let  it  stand  where  it  will ;  but  the  Pawns, 
not  bearing  a  title  so  immediately  in  their  own  right,  change 
their  name,  if  they  change  the  file  on  which  they  march. — 
Thus  the  King's  Pawn  ceases  to  be  the  King's  Pawn,  and 
becomes  the  Q,ueen's  Pawn,  if  it  gets  on  theQ,ueen's  file,  or 
is  called  a  double  pawn ;  but  this  will  be  more  fully  ex- 
plained presently  ;  and  the  next  thing  for  you  to  learn,  sup>- 
posing  you  now  to  have  conquered  the  names  of  the  chess- 
men, and  the  mode  of  setting  them  up  is,  "  what  you  are 
to  do  with  them  whnn  they  are  set  iip .'"' 

When  the  board  and  men  are  placed,  and  it  is  decided 
who  shall  move  first,  the  game  begins,  each  party  playing 
a  move,  by  turns.  The  moves  of  the  pieces  are  not  uni- 
form, as  at  Draughts,  but  each  chess-man  possesses  pecu- 
liar powers,  and  may  not  assume  those  of  its  fellows.  Thus 
the  Pawn  must  always  move  as  a  Pawn,  and  may  not  irai 
tate  the  action  of  a  superior  piece;  while  the  gallant  Knigh 
rejoices  in  his  strength,  but  seeks  fame  in  a  path  peculiar 
to  himself.  At  first  the  combatants  skirmish  afar  off;  but 
as  one  reinforcement  is  brought  up  after  another,  the  con- 
flict becomes  general,  and  the  whole  of  the  troops  are  pour- 
ed forth  on  the  plain,  in  groups  of  the  most  intricate  and 
diversified  character. 

"  The  combat  deepens — on  ye  brave, 

Who  rush  to  glory  or  the  grave  ; 
Wave,  Munich,  all  thy  banners  wave, 

And  charge  with  all  thy  chivalry." 


jKateJ/J^zeeJ^M 


Ti4j.K   CililJ5av"5   rLATKJt. 


BOSTOX. 


1841. 


THE    CHESS    PLAYER. 


% 


CHAPTER  II. 


HOW    TUB    CHESS-MEN   MOVE. 


On  the  move  of  the  King. 

We  will  begin   with  the  King;  the   move  of  which   is 
exemplified  in  the  following  diagram  : — 


■  B  B  B 


8* 


18  THE    CHESS    PLAYER. 


The  King  can  move  to  any  square  adjoining  that  on 
which  he  stands,  but  only  one  square  at  each  move.  Once, 
in  the  course  of  each  game,  he  has  the  privilege  of  leaping 
two  squares,  which  is  called  Castling. 

The  adverse  Kings  cannot  approach  each  other,  so  as  to 
stand  on  adjoining  squares;  but  there  must  always  be  an 
interval  between  them,  of  at  least  one  square.  The  reason 
of  this  is,  that  the  King  may  never  move  into  attack ;  and, 
as  the  range  of  the  adverse  King  includes  all  the  adjoining 
squares,  to  move  your  King  next  him,  would  be  to  go  into 
attack.  Further  light  will  be  thrown  upon  this,  when  we 
come  to  talk  about  what  is  Check  and  Check-mate ;  at  pr^ 
sent,  I  only  wish  to  impress  upon  you,  that  the  King's  move 
is  one  square  either  way,  at  a  time. 

Observe  further,  and  this  equally  applies  to  the  King,  as 
well  as  all  the  other  pieces  and  Pawns,  that  no  man  can  be 
moved  to  a  square  which  is  not  vacant,  except  to  take  a 
piece  or  Pawn.  Now  get  your  Chessboard,  and  set  up 
the  two  Kings  on  the  squares  indicated  in  the  plate.  You 
will  then  see,  that  as  the  White  King  can  march  to  either 
of  the  adjoining  squares,  he  has  a  choice  of  five  squares, 
on  to  either  of  which  he  might  be  played,  were  it  your  turn 
to  move.  Black's  King  being  in  the  middle  of  the  boards 
has  a  wider  range  of  action  ;  for  we  find,  that  he  commands 
eight  different  squares.  You  learn,  also,  from  this,  that 
the  King  can  move  either   forward,  backward,  or  sidewise. 

As  the  player  of  the  White  men  has  his  King  originnlly 
posted  on  the  riglit  hand  of  the  Queen,  and  the  player  of  the 
Biack  pieces  sets  up  the  King  to  the  left  of  his  Queen, — 
this  constitutes  a  slight  difference  in  the  position  of  the  ho» 
tile  armios,  which,  in  every  other  respect,  are  encamped 
alike.  Yuu  uuist,  therefore,  accustom  yourself  to  play  ii> 
discriininately  with  the  men  of  both  colors,  or  should  you 
have  contracted  a  preference,  wliich  I  cannot  but  designate 
as  foolish,  you  will  find  yourself  somewhat  at  a  loss,  in 
playing  witli  the  color  to  which  you  are  the  least  accus- 
tomed, owing,  exclusively,  to  this  difference  in  the  original 
position  of  your  King. 


THE    CHESS    PLAYER. 


19 


ON    THE    MOVE    OP    THE    QUEEN. 


The  Queen's  range  is  as  extensive,  as  her  power  is  tre- 
mendous. The  Q,ueen  can  be  played,  at  one  move,  any 
number  of  squares  in  a  direct  line,  either  forward,  back* 
ward,  sidewise,  or  diagonally.  Place  the  White  Queen 
on  your  board,  according  to  the  above  representation,  and 
you  will  see  that  she  commands  no  less  than  twenty-seven 
squares,  to  any  one  of  which  she  could  be  played,  at  one 
movr,  from  this  position ;  while  the  King,  placed  on  the 
same  spot,  would  command  only  eight  squares.  The  Queen, 
on  either  of  the  four  corner  squares,  commands  Iwenty-oue 
equares. 

On  comparing  the  move  of  the  King  and  Queen,  we  find 
that  they  are  exactly  similar  in  principle ;  as  each  moves  in 


80  THE   CHESS   PLATER. 


direct  rays,  emanating  every  way  from  the  square  occupied 
by  the  Piece.  But,  whereas  the  King's  range  is  terminable^ 
and  extends  only  one  square,  the  Q,ueen's  march  is  inter>- 
minable,  and  is  only  stopped  by  the  extermities  of  the 
board.  There  is,  therefore,  a  prodigious  difference  in  their 
powers  and  capabilities ;  and  you  will  hereafter  find,  that 
while,  as  regards  his  capacity  for  attack  and  defence,  the 
King  is  one  of  the  most  feeble  of  the  officers,  however  in>- 
portant  a  feature  in  the  constitution  of  the  game  ; — the 
Q,ueen  can  traverse  the  field  at  a  bound,  carrying  terror 
and  destruction  into  the  adverse  ranks,  and  hardly  to  be 
resisted,  but  by  the  opposition  of  the  equally  powerful  ad- 
verse Q,ueen, — an  Amazon,  as  fierce  and  tameless  as  her- 
self 

When  you  have  learned  the  moves  of  all  the  pieces,  you 
will  discover  that  the  Queen  is  a  combination,  as  far  as  re- 
gards her  range,  of  the  moves  of  the  Rook  and  Bishop. 
Possessing  the  double  power  of  these  pieces,  in  one  form, 
she  is,  however,  of  more  value  than  the  Rook  and  Bishop 
both  together.  As  the  moves  of  the  King  and  Pawn  may 
be  said  to  be  elements  of  the  moves  of  the  Rook  and  Bi- 
shop, the  Queen  may,  in  fact,  be  said  to  unite  in  herself 
the  moves  of  these  four  pieces,  for  she  can  move  like  either 
of  them.  The  Queen  cannot,  however,  move  like  the 
Knight. 

In  describing  the  moves  of  the  Queen,  Rook,  and  Bi- 
shop, the  three  pieces  whose  range  is  only  bounded  by  the 
extreme  lines  of  the  board,  it  is  necessary  that  you  should 
clearly  understand  that  no  piece  must  occupy  any  of  the 
intermediate  squares,  between  the  square  from  which  you 
move,  to  the  square  on  which  you  mean  your  piece  to  rest. 
No  piece  can  leap  over  another,  save  the  Knight  alone. 
I  may  further  add,  that  it  is  not  essential  that  you  should 
move  your  Queen  to  the  most  distant  square  in  her  com- 
mand ;  but  you  may  stop  short,  and  leave  her  on  which  of 
the  squares  you  please. 


THE    CHESS    PLAYER. 


21 


ON  THE  MOVE  OF  THE  ROOK  OR  CASTLE. 

Now  you  know  that  the  Rook  and  Castle  mean  the  same 
thing,  we  will  drop  the  latter  appellation,  as  being  a  term 
rarely  used  by  good  Chess-players. 


The  Rook  marches,  at  one  move,  over  any  number  of 
squares  in  a  right  line,  forward,  backward,  or  sidewise, 
stopping  wherever  you  please  in  the  range.  The  move  of 
the  Rook,  like  that  of  the  dueen,  is  terminable  only  by 
the  extremities  of  the  board;  but  this  piece  has  not  the 
power,  like  the  Queen,  of  moving  across  the  board,  in  a 
slanting  or  angular  direction. 


22 


THE    CHESS    PLATEK. 


Set  up  your  two  White  Rooks  in  the  above  position,  and 
you  will  see  that  the  Rook  in  the  corner  commands  four- 
teen squares,  and  the  other  Rook  in  the  middle  of  the 
board,  commands  the  same  number.  I  give  the  move  of 
the  Rook  next  to  that  of  the  Queen,  as  being  a  superior 
piece  to  the  Knight  or  Bishop,  in  point  of  value;  though 
not  placed,  on  beginning  the  game,  so  near  the  Royal  Pair. 


ON   THE    MOVE    OF    THE    BISHOP. 


The  Bishop's  move  is  the  reverse  of  that  of  the  Rook; 
for  whereas  the  Rook  moves  in  right  lines,  but  not  diagon- 
ally, the  Bishop  moves  only  diagonally,  and  not  in  right 
lines. 

The  Bishop  moves,  at  one  move,  over  any  number  of 
squares,  diagonally,  and  the  Bishops  can  never,  therefore 


THE    CHESS   PLAYEft.  33 


leave  the  colors  on  which  they  are  first  placed.  The 
Rook  and  Bishop  appear  to  divide  the  move  of  the  Queen 
between  them.  Each  player  has,  throughout  the  game, 
one  of  his  Bishops  running  on  the  white  diagonals,  and 
one  on  the  black.  The  Bishops  may  move  either  forward 
or  backward,  diagonally. 

Refer  again  to  your  Chess-board,  and  set  up  the  two 
White  Bishops,  as  in  the  above  plates.  The  King's  Bishop 
is  at  home,  as  placed  on  beginning  the  game,  and  you  will 
find,  on  counting,  commands  seven  squaVes — to  either  one 
of  which  he  might  be  played,  at  one  move,  in  this  situaion. 
The  other  Bishop  commands  nine  squares.  Place  a  Bi- 
shop in  the  centre  of  the  board,  and  examine  how  many 
squares  would  then  be  open  to  his  range. 

As  the  Bishops  remain  throughout  the  game  on  the  same 
colored  diagonals  as  those  on  which  they  are  first  placed, 
it  follows,  that  White  King's  Bishop  will  always  run  on  the 
same  colored  squares,  namely,  white,  as  Black  Queen's 
Bishop,  and  vice  versa. 

In  the  beginning  of  the  game,  the  King's  Bishop  is  rather 
more  valuable  than  the  Queen's  Bishop,  because  it  can  be 
placed  so  as  to  bear  on  the  adverse  King's  Bishop's  Pawn. 
In  the  scientific  game  of  Polish  Draughts,  little  known  in 
England,  though  played  universally  on  the  Continent, 
the  King,  (or,  as  they  call  it,  the  Queen,)  has  exactly  the 
move  of  the  Bishop  in  Chess,  except  in  the  single  point  of 
making  a  capture. 


24 


THE  CHESS  PLAYER. 


ON  THE  MOVE  OP  THE  KNIGHT. 


The  move  of  the  Knight  is  so  difficult  of  explanation, 
that  I  almost  despair  of  making  you  clearly  understand  it, 
till  you  have  met  with  it  practically  illustrated. 

The  Knight  moves  obliquely,  over  an  adjoining  square, 
to  one  of  the  next  squares,  of  a  different  color  from  that 
on  which  he  started.  The  Knight's  move  is  uniform,  and 
definite.  He  takes  a  certain  spring,  and  comes  down  in 
his  place,  beyond  which  he  cannot  go  at  that  move,  nor 
without  attaining  which  is  he  permitted  to  stop.  The 
Knight  is  the  only  piece  which  can  jump  over  the  head  of 
another,  in  making  his  move. 


2VMtiM/SiceJ^.^ 


THE   CHESS  PLAYISK.. 


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KKlng.  K».  luii<^hl.Q.Quorn£.Rislio)>.  C.Castle. 


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BOSTON. 


THE    CBES8   PLATER.  26 


I  will  try  to  bring  home  the  move  of  the  Knight  to  you 
by  another  mode  of  description : — 

The  Knight  may  be  said  to  begin  his  move  by  going  one 
■quare  straight  forward,  and  then  finishing  his  rawe  by 
proceeding  one  bquare  diagonally  ;  or,  it  may  equally  be 
Baid,  that  he  begins  his  move  by  moveing  one  square  dia- 
gonally, and  ends  his  move  by  marching  one  square  for- 
ward or  sidewise. 

The  moves  of  the  Queen,  Rook,  and  Bishop,  are  inter- 
minable in  their  range,  except  by  the  extremities  of  the 
board  ;  but  the  moves  of  the  King  and  Knight  are,  on  the 
contrary,  terminable,  and  not  to  be  extended  at -discretion, 
like  those  of  the  other  pieces. 

Now  set  out  your  two  White  Knights  as  in  the  foregoing 
diagram,  and  try  to  reconcile  my  description  of  the  move 
of  the  Knight,  with  the  squares  indicated  as  being  com- 
manded by  them.  The  Knight  in  the  corner  commands 
two  squares,  marked  1  and  2 ;  and  had  he  the  move,  could 
play  to  the  either  of  these,  but  to  no  others  on  the  whole 
board.  In  doing  this  he  crosses  one  intermediate  square, 
and  seats  himself  at  an  interval  of  three  squares,  inclusive, 
from  his  starting  point,  on  a  square  of  a  different  color 
from  that  on  which  he  first  stood.  No  matter  what  pieces 
might  occupy  the  squares,  between  him  and  the  place  in 
which  he  was  about  to  move;  he  would  leap  over  them 
with  impunity. 

The  other  Knight,  being  placed  nearer  to  the  centre  of 
the  board,  commands  no  less  than  eight  squares,  indicated 
by  the  numbers  1  to  8;  to  either  of  which  he  might  leap  at 
one  bound,  but  his  choice  does  not  extend  beyond 
those  eight.  The  squares  commanded  by  the  Knight 
always  appear  to  be  in  pairs. 

Suppose  the  White  King's  Knight  to  be  at  home,  as  pla- 
ced on  commencing  the  game :  how  many  squares  does  he 
command  ? 

AVe  have  now  gone  through  the  moves  of  the  different 
pieces,  and  have  only  that  of  the  Pawn  to  explain.     To 

3 


u 


THE    CHESS   ThAimH. 


learn  the  moves,  it  is  very  desirable  to  have  the  assistanct 
of  a  friend,  for  half  an  hour,  or  to  look  over  a  few  games, 
■while  others  are  playing.  I  suppose  that  you  have  not 
either  of  these  advantages;  and  recommend  you,  in  that  case, 
as  early  as  possible,  to  play  over  the  first  game  in  this 
work,  in  order  to  learn  the  moves  perfectly.  You  will 
there  find  them  fully  and  practically  developed ;  and,  al- 
though, at  first,  sufficiently  perplexing  for  a  beginner  to  fol- 
low, yet,  with  a  little  perseverance,  you  will  soon  get  com- 
fortably on ;  and  will  be  astonished  to  find,  how  much 
easier  Chess  is  in  its  rudiments,  than  you  have  hitherto 
been  taught  to  believe. 

ON    THE    MOVE    OP    THE    PAWN. 

Black. 


White. 


THE    CHESS    PLAYER.  27 


The  humble  Pawn  moves  forward,  in  a  right  line,  but 
cannot  move  either  backward,  obliquely,  or  sidewise 
(exc^t  in  taking,  when  it  moves  obliquely,  but  with  this 
you  have  no  business  just  now).  The  Pawn  can  only 
move  one  square  at  a  time ;  each  0avvn  has,  however,  the 
privilege,  to  be  exercised  at  the  option  of  the  player,  of 
being  advanced,  on  the  first  move  he  makes,  either  one  or 
two  squares.  In  exercising  this  privilege,  the  Pawn  is 
liable  to  be  taken  "en  passent"  by  an  adverse  Pawn,  as 
explained  under  the  article  on  the  meaning  of  the  phrase 
"  en  passant." 

The  Pawn  can  never  be  moved  two  squares  at  once, 
after  the  first  time  of  its  being  played.  It  is  the  only  piece 
which  cantjot  retrograde,  but  must  keep  advancing.  You 
will  hereafter  learn  what  becomes  of  it,  on  its  attaining  the 
extreme  rank  of  the  board.  As  the  Pawn  only  moves 
straight  on,  it  can  never  leave  the  file  on  which  it  is  first 
placed,  except,  as  I  shall  presently  point  out,  when  it 
makes  a  capture. 

In  the  plate  before  you,  the  left  hand  pawn,  technically 
described  as  the  Queen's  Bishop's  Pawn,  has  not  yet  mo- 
red;  and  you  have,  therefore,  the  option  of  playing  it,  at 
one  move,  to  either  of  the  two  squares  marked.  The 
Pawn  on  the  right  hand  having  been  already  moved,  can 
only  play  to  the  square  in  front. 

I  now  suppose  you  to  have  learned  the  moves  of  all  the 
Chessmen,  and  we  will  therefore  pass  on  to  the  considera- 
tion of  the  object  of  those  moves;  beginning  with  the 
manner  in  which  the  adverse  pieces,  like  hostile  armies  on 
the  field  of  battle,  slay,  or  make  prisoners  of  each  other. 


CHAPTER  III. 

OJJ   THE    MANNER    IN    WHICH    THE    CHESS-MEN   TAKE 
EACH    OTHER. 

The  diSerent  pieces  (the  Pawn  is  not  here  included,) 


28 


THE    CHESS    PLATER. 


take  in  exactly  the  same  direction  as  they  move.  In 
taking,  you  lift  off  the  adverse  piece  from  the  board,  and 
place  your  own  piece  in  the  square  hitherto  occupied  by 
the  adversary  ;  and  not  as  in  the  game  of  Draughts,  on  the 
square  beyond. 

You  are  never  compelled  to  take,  as  in  the  game  of 
Draughts,  but  may  do  so,  or  not,  according  as  it  may  be 
to  your  advantage,  without  incurring  any  penalty  for  re- 
fusing the  offer. 

To  illustrate  the  manner  in  which  the  men  take  each 
other,  examine  the  following  diagram. 


Here  is  the  White  Queen  opposed  to  a  black  Rook.  If 
it  be  White's  turn  to  play,  the  Queen  may  take  the  Rook ; 
to  do  which,  you  remove  the  Rook  from  off  the  board,  and 
seat  the  Queen  on  the  square  now  occupied  by  the   Rook 


THE   CHESS    PLATER. 


39 


Were  the  Rook  on  eitherofthe  adjoining  squares  (marked 
I  and  2,)  the  Queen  could  not  capture  it,  because  it  wouM 
not  be  in  her  line  of  march. 

If  the  Black  in  this  situation,  had  the  first  move,  the 
Rook  might  take  either  the  Queen,  the  Bishop,  or  tha 
Knight;  lifting  the  piece  taken,  oflfthe  board,  and  occupy- 
ing the  square  thus  vacated. 

You  can  never  take  two  men  at  once,  as  in  the  game  of 
Draughts.  All  the  pieces  are  reciprocally  liable  to  be 
taken,  as  well  by  the  lowly  Pawn,  as  by  the  haughty 
Queen  :  the  King  is  the  only  exception  of  this  rule,  as  w« 
shall  find  under  the  head  of  "Check." 

Let  us  set  up  another  position : — 

In  this  case  we  have  a  Black  Bishop,  and  two  White 
Knights.  If  Black  have  the 
move,  the  Bishop  may  take  the 
Knight  in  the  corner,  as  before 
explained,  but  could  not  take 
the  nearer  Knight,  because,  to 
do  so,  would  be  a  departtlre^ 
from  the  line  of  march  proper 
to  the  Bishop.  If,  on  the  other 
hand,  the  White  have  the  first 
move,  the  Knight  in  the  corner 
cannot  harm  the  Bishop,  be- 
cause the  latter  does  not  stand  within  its  limited  and  pecu- 
liar range;  but  the  other  Knight  can  take  the  Bishop,  by 
btepping  into  his  place,  and  handing  him  off  the  board. 

The  King  can  take,  though  he  can- 
not be  taken.     Observe  the  annexed  ; 

Supposing  the  White  King  to  have 
the  move  in  this  case,  he  may  capture 
the  Rook,  the  Bishop,  or  the  Knight, 
at  his  option,  because  they  all  stand 
withia  his  range, 

3» 


so 


THE    CHESS   PLAYER. 


Blach 


White. 


You  ought,  by  this  time,  to  know  how  all  the  men  take, 
except  the  Pawn. 

The  Pawn  is  the  only  man  which  does  not  take  in  th« 
direction  it  moves;  for  whereas  it 
moves  only  straighten  (in  right  lines,) 
it  takes  diagonally.  In  other  words, 
the  Pawn  may  be  said  to  march,  on 
ordinary  occasions,  like  the  Rook, 
except  that  it  can  neither  move  back- 
ward norsidewise,  nor  can  it  advance 
more  than  one  square  at  a  move ;  but 
when  the  Pawn  takes,  it  appears  to 
borrow  the  power  of  the  Bishop,  and 
(o  take  in  the  same  manner,  butonly 
one  square  forward,  diagonally. 
Example  being,  however,  better  than 
precept,  let  us  revert  to  the  Chess* 
board ; — 

We  have  here  a  White  Pawn,  which  may  take  either 
the  Queen  or  Knight,  exactly  as  a  Bishop  would  do,  if 
seated  in  the  square  of  the  Pawn.  But  the  Pavrn  cannot 
capture  the  Bishop,  because  he  may  not  take  straight  for- 
ward. I  suppose  the  white  pieces  to  have  occupied  the 
lower  half  of  the  board,  as  in  the  first  diagram,  and  th« 
Pawn  is,  therefore,  advancing  op  the  board. 

The  Pawn  can  never  capture  any  piece  or  Pawn,  which 
is  not  thus  placed  on  the  first  square  of  the  fronting  diago- 
nal.— When,  therefore,  the  Pawn  is  advanced,  on  first 
starting,  two  squares,  it  follows  that  he  can  never,  on  that 
move,  take  any  of  the  adverse  Men.  The  Pawns  may 
take  each  other,  as  well  as  the  Pieces  take  the  Pawns.  Of 
course,  your  own  men  cannot  take  each  other. 

Some  of  these  observations  may  appear  over  minute,  or 
even  trifling,  to  players  who  have  acquired  an  insight  into 
the  elements  of  the  game ;  but  I  assure  all  such  critics, 
that  I  have  heard  beginners  ask  questions  upon  points  of 
Chess,  much  more  simple  than  it  would  be  possible  for  any 


one  to  conceive,  who  bad  not  had  long  experience  of  th« 


THE    CHESS   PLATER. 


31 


almost  Egyptian  darkness,  through  which  the  tyro,  who 
has  not  the  good  fortune  to  number  an  indulgent  Chess- 
player among  his  acquaintance,  is  forced  to  grope  his  way, 
into  light  and  knowledge. 


ON  ATTACKING. 

When  a  piece  is  so  situated  with  regard  to  one  of  the  ad- 
Terse  men,  that  it  could  take  it,  we  say,  with  great  pro- 
priety, that  "  it  attacks."  This  phrase  is  frequently  used 
in  Chess-books.  To  fix  it  in  your  mind,  let  us  set  up  the 
following  position : — 

Black. 


Wliitt. 


In  this  situation  of  the  pieces,  the  WhiteQueen  attarkt 
the  adverse  Rook  and  Pawn ;  for  were  it  White's  turn  t« 


83  THE    CHESS   PLATER. 


move,  you  could  take  either  of  them,  at  one  move,  with  the 
Clucen.  Of  course  she  could  not  take  both  at  once.  The 
White  dueen  does  not  attack  the  Black  Knight,  simplj 
because  the  latter  does  not  stand  within  the  range  of  the 
Q,ueen,  as  you  have  learned  (or  ought  to  have  learned), 
from  the  previous  explanation  of  the  manner  in  which  the 
Queen  moves. 

Tiie  White  Bishop,  in  the  above  position,  attacki 
nothing;  for  there  is  no  adverse  man  which  it  could  take. 
The  same  may  be  said  of  the  White  Knight,  which  also 
attacks  nothing. 

The  Black  Rook  attacks  both  the  White  Knight,  and 
W"hite  Bishop:  and  would  consequently,  take  either  of 
them,  were  Black  to  decide,  having  the  move,  in  favor  of 
the  expediency  of  so  doing.  The  Rook  does  not  attack 
the  Queen,  because  the  latter  does  not  stand  on  a  square 
commanded  by  the  Rook. 

Again,  the  Black  Knight  attacks  the  Bishop,  but  attacks 
neither  of  the  other  pieces;  and  the  Black  Pawn  attacks 
the  White  Queen,  since  we  imagine  the  Black  Pawns  to 
have  originally  occupied  the  upper  half  of  the  board,  and 
to  be,  consequently,  travelling  downwards,  or  towards  the 
opponent. 

ON    THE    PHRASE    "  EN    PRISE." 

When  any  piece  or  Pawn  is  under  attack,  or  liable  to 
be  taken  by  one  of  the  adverse  men,  such  piece  is  said  to 
be  "  en  prise"  of  the  man  by  which  it  is  attacked. 

Thus,  in  the  last  diagram,  to  which  I  must  once  more 
call  your  attention,  the  Black  Rook  and  Black  Pawn  are 
both  "  en  prise"  of  the  White  Queen.  The  White  Bishop 
and  Knight  are  "en  prise"  of  the  Black  Rook.  The 
White  Bishop  is  "en  prise"  of  the  Black  Knight,  and  the 
White  Queen  is  "en  prise"  of  the  Black  Pawn. 

Many  phrases  used  in  Chess  are  borrowed  from  the 
French  ;  and  it  would  be  impossible,  without  the  use  of 
fiuch  terms,  to  describe  any  part  of  the  constitution  or 
practice  of  the  game  in  print. 


THE    CHESS   PLATER.  33 


The  phrase  "  en  prise"  can  never  be  applied  to  the 
King,  as  you  will  hereafter  comprehend  ;  and  this  brings 
us  naturally  to  the  consideration  of  a  question  requiring 
a  section  to  itself,  and  one  that  I  am  frequently  asked: — 
'■  What   is   the  meaning  of  the   terms    "check,"   and 

CHECKMATE  ?" 


CHAPTER  IV. 

CHECK,    AND    CHECKMATE. 

You  have  now  become  tolerably  familiar  with  the  mode 
of  setting  up  the  Chess-men,  as  well  as  with  the  mores 
assigned  to  the  different  pieces.  It  remains  to  show  what 
is  the  object  of  those  moves ;  under  what  circumstances 
the  game  is  won,  or  otherwise  brought  to  a  termination; 
and  by  what  means  the  conclusion  is  effected. 

You  have  learnt  how  the  pieces  take  each  other ;  and 
until  better  informed,  may  perhaps  suppose  that  the  game 
will  finish,  like  the  game  of  Draughts,  by  the  one  party 
having  captured  all  the  adversary's  men.  Such  is  not 
the  way  in  which  a  game  of  Chess  is  lost  and  won ; 
though,  to  take  off  as  many  of  the  hostile  forces  as  pos- 
sible, is  desirable,  as  contributing,  in  a  very  important, 
however  secondary  manner,  towards  the  right  mode  of 
obtaining  the  victory. 

To  win  a  game  of  Chess,  you  must  succeed  in  placing 
your  adversary's  King  in  a  certain  position,  called 
"Check-mate."  Whichsoever  party  first  does  this,  win» 
the  game. — I  will  explain  what  is  Checkmate,  as  concise- 
ly as  possible;  and,  in  so  doing,  shall  necessarily  include 
the  meaning  of  the  word  "Check." 

J  have  shewn  you  the  manner  in  which  the  other 
pieces  and  Pawns  take  each  other,  as  well  as  the  mode  in 
which  the  King  can  also  take  ;  but  I  have  not  shewn  yoa 
how  the.  King  is  attacked  or  taken — for  this  simple  reason, 

HE  NEVER  CAN  BE  TAKEN. 

The  person  of  the  King,  at  Chess,  is  intact ;  and  when, 
jf  he  were  any  other  piece,  he  would  be  taken  off  the 


34  THE    CHESS    PLAYER. 


board,  being  hemmed  in,  and  forced  to  surrender  at  dis- 
cretion, we  merely  say  "  Checkmate,"  or  "  Mate,"  and 
the  game  is  over,  though  the  conquered  King  remains 
still  on  the  field. 

The  King  may  be  attacked,  like  any  other  man,  either 
by  an  adverse  piece  or  Pawn,  and  comes  within  the  range 
of  the  hostile  forces,  just  as  any  of  his  followers  would 
do :  but  when  so  situated,  that  were  he  any  other  piece, 
he  would  be  "en  prise,"  (or  liable  to  capture,)  he  is  said 
to  be  in  check. — You  must  never  attack  the  King  without 
sayinor — aloud — "  Check." 

Thus  when  an  attack  is  made  on  the  King,  we  say,  "a 
check  is  given,"  and  a  check  must  be  provided  for  inrirae- 
diately,  at  whatsoever  cost  or  sacrifice;  it  being  contrary 
to  the  first  principles  of  the  game,  that  the  King  should 
remain  in  check  for  even  a  single  move.  When  your 
King,  then,  is  ''checked" — i.  e.  attacked  by  any  adverse 
man,  you  may  ward  off  the  check  in  any  of  the  three  fol- 
lowing ways;  First,  you  can  take  the  piece  or  Pawn  which 
gives  check,  should  you  be  able  legally  soto  do.  Secondly, 
you  may  interpose  one  of  your  men,  if  possible,  between 
your  King,  and  the  Piece  by  which  he  is  checked ; — or, 
lastly,  you  are  at  liberty  to  move  your  King  out  of  check. 
You  can  only  provide  for  a  check  in  one  of  these  ways,  in 
the  event  of  the  position  of  the  men  allowing  you  lawfully 
to  do  so. 

If  you  are  not  able  to  provide  for,  or  ward  off,  the  check, 
in  any  of  the  above  modes,  your  Kmg  is  checkmated  ;  tlxe 
game  is  over,  and  you  are  conquered. 

It  is  certain,  that  one  of  the  greatest  beauties  of  Chess 
turns  on  this  mode  of  finishing  the  game,  by  Checkmate, 
instead  of  by  capturing  all  your  opponent's  men.  A  skil- 
ful player  has  thus  an  opportunity  given  him  of  winning, 
even  though  he  may  not  have  halfthe  same  force  remain- 
ing as  his  antagonist — and  it  requires  a  constant  exercise 
of  the  most  watchful  vigilance,  to  guard  against  Check- 
mate, even  from  the  beginning  of  the  battle;  for  while  the 
unpractised  player  is  merely  aiming  at  winning   a  piece, 


THE    CHESS    PLAYER. 


35 


the  more  experienced  tactician,  perhaps,  leaves  that  piecs 
purposely  as  a  bait,  during  the  seizing  of  which,  he  lays 
bis  plans,  so  as  to  be  enabled  to  meet  the  air  of  triumph,, 
with  which  you  snatch  off  his  Queen,  or  other  Piece,  as 
the  case  may  be — with  the  fatal  duosyllable.  Checkmate. 

As  the  King  is  never  allowed  to  remain  in  check  it  fol- 
lows that  you  can  never  move  any  piece  or  Pawn,  the 
taking  away  of  which  would  place  your  King  in  check, 
or  range,  of  any  of  the  adverse  men ;  nor  can  you  take  any 
man,  the  capture  of  which  would  place  your  King  in  check. 
Furthermore,  you  are  not  permitted  to  move  your  King,  at 
any  time,  into  check — either  for  the  purpose  of  making  a 
capture,  or  under  any  other  circumstance  whatever.  A 
Pawn  can  give  check,  equally  with  a  piece. 

We  will  now  illustrate  this  on  the  board; 

FIRST   POSITION. 


\i6  THE    CHESS   PLAYER. 


The  Black  King  here  is  in  check,  at  the  same  time,  of 
the  White  Queen,  the  Rook,  the  Bishop,  the  Knight,  and 
the  Pawn  ,  for,  were  the  King  any  other  piece,  he  is  fio 
placed  with  regard  to  all  the  five  hostile  men,  that  he  could 
be  taken  by  either  one  of  the  five.  But,  being  the  King, 
he  cannot  be  taken,  though  under  attack — and  is,  there- 
fore, said  to  be  in  check.  Now  remove  the  Black  King, 
and  put  the  Black  Queen  in  his  place.  You  will  then  se« 
that  the  Black  Queen  is  equally  attacked  by  the  five  hos- 
tile pieces,  and  can  be  taken  by  either  ofthem,  being  thus 
"en  prise."  In  actual  play,  the  King  never  could  be 
checked  by  more  than  two  Pieces  at  once ;  but  we  here 
place  him  in  check  of  fiv«,  to  illustrate  the  manner  in 
which  each  of  the  five  gives  check. 

It  is  important  to  notice  here,  that  the  one  King  can 
never  give  check  to  the  other  King,  because  the  Kings 
may  never  approach  so  near,  as  to  be  on  adjoining  squares. 
And  as  the  King  may  never  go  into  the  range,  or  attack,  of 
any  hostile  piece,  if  he  were  to  go  on  to  a  square  adjoining 
the  adverse  King,  he  would  be  breaking  this  rule ;  for  he 
would  be  placed  in  the  range  of  the  King,  and  were  he  any 
other  piece,  could  accordingly  be  captured. 

To  understand,  distinctly,  the  meaning  of  the  word 
Chech,  is  one  of  the  most  difficult  things  in  the  rudiments 
of  Chess.  It  will  facilitate  your  acquiring  this,  to  con- 
sider that  in  giving  a  Check,  you  are  only  making  an 
attack  ;  and  you  may  suppose,  in  your  own  mind,  that  when 
you  address  yonr  adversary,  according  to  rule,  with  the 
phrase  "  check  to  your  King,"  you  are  saying  what  is  tan- 
tamount to  "I  attack  your  King."  Or,  again,  when  you 
attack  any  one  of  the  hostile  men,  you  may  suppose  that 
you  are  giving  check  to  such  a  man.  The  identifying  of 
the  word  "  check  "  with  tlie  word  "  attack,"  in  this  man- 
ner will  tend  to  familiarize  you  with  its  use  and  meaning. 
It  seems  to  originate  in  a  wish  to  offer  a  corteous  declara- 
tion of  the  danger  in  which  the  adverse  King  is  placed — 
of  which  danger  you  tiius  give  him  notice.     In   France, 


THE    CHESS    PLAYER. 


37 


the  country, "  par  excellence,"  of  politeness,  this  is  carried 
much  further;  for  there  the  law  compels  you  to  say  '  check' 
on  attacking  the  Queen,  and  without  having  done  this,  she 
cannot  be  captured.  I  can  but  slightly  allude  to  the  absur- 
dity of  this,  for,  upon  the  same  principle,  we  might  be  com- 
pelled to  say  "  check,"  upon  attacking  a  Pawn. 
There  is  some  foundation  for  the  necssity  of  warning  the 
King,  when  he  is  in  check,  since  the  whole  game  turns  on 
his  being  preserved  harmless. 


SECOND    POSITION. 

Black. 


38 


THE   CHESS   PLAYER. 


I  intend  this  situation  as  an  example  of  what  I  have  said 
relative  to  your  never  being  allowed  to  move  any  man,  the 
taking  away  of  which  would  leave  your  King  in  check. 
Thus,  you  may  not,  in  this  case,  take  the  Black  Rook 
with  the  Bishop;  because  if  you  were  to  remove  your  Bishop, 
the  White  King  would  be  in  check  of  the  adverse  Queen. 
Neither  may  you  capture  the  Black  Queen,  although  she 
is  "  en  prise"  of  your  White  Pawn;  for,  in  removing  the 
Pawn,  you  would  expose  your  King  to  the  check  of  the 
Black  Bishop. 

It  is  a  necessary  consequence  of  that  regulation  which 
precludes  the  King  from  remaining  in  check  a  single  move, 
that  the  two  Kings  can  never  both  be  in  check  together. 
The  King  may  be,  however,  in  check  of  two  pieces  at  once, 
which  are  thus  said  to  give  a  double  check.  A  trible 
check  can  never  arise,  according  to  the  constitution  of 
Chess,  in  this  country.  A  check,  or  a  checkmate  may  be 
given,  indifferently,  on  any  square  of  the  board, — in  the 
middle,  as  well  as  at  the  side ;  and  a  good  player  will  often 
checkmate  a  bad  player,  and  thus  win  the  game,  before 
half-a-dozen  moves  have  been  played. 

THIRD   POSITJON. 


Our  third  diagram,  in  this  chapter,  shows,  practically, 
the  three  ways  of  providing  for  a  check,  which  I  have 
already  descibed.  Here,  the  White  King  is  in  check  of 
the  Black  Queen,  and  you  may  ward  off  the  check; — first 
by  moving  the  King  out  of  check  ; — secondly,  by  taking 


THE    CHESS    PLAYER. 


39 


tlie  Queen  with  the  Knight ; — and  thirdly,  by  interposing, 
or  covering  tlie  check,  with  the  Rook  ;  to  do  which,  it  is 
obvious  that  the  Rook  must  be  placed  on  the  square 
between  the  King  and  Queen. 


FOURTH   POSITION. 


Bifjck. 


White. 

This  situation  somewhat  resembles  the  last,  but  with 
an  important  difference.  The  White  King  is  in  check  of 
the  Black  Queen  ;  let  us  examine  whether  this  check  can 
be  warded  off,  or  provided  for,  as  aforesaid. 

In  the  first  place,  the  Knight  cannot  take  the  Queen  as 
he  could  in  the  last  situation;  nor  can  she  be  taken  by  King, 
Book  or  either  of  the  Pawns. 


40 


THE    CHESS    PLAYER. 


In  the  second  place,  no  piece  can  interpose,  so  as  to 
cover  the  check  ;  the  positioa  of  the  Knight  preventing  the 
Rook  from  so  doing. 

In  the  third  place,  the  White  King  cannot  move;  for 
the  two  squares,  in  front,  are  equally  attacked  by  the  ad- 
verse dueen,  as  the  one  on  which  he  stands.  The  three 
squares  behind  him  are  also  stopped  from  his  range,  by 
the  Black  King  and  Queen ;  and  his  own  two  Pawns  fill 
the  squares,  to  the  right  and  left. 

The  White  King  is,  therefore,  checkmated,  and  White 
loses  the  game. 


CHAPTER  V. 


ON    VARIOUS 


ELEMENTARY    POINTS, 
TERMS. 


AND    TECHNICAL 


On  Check  hy  Discovery. 

The  player  is  said  to  give  a  "  check  by  discovery,"  when, 
by  removing  a  piece  or  Pawn,  a  check  is  suddenly  unfold- 
ed from  another  piece,  whose  attack  was  hitherto  masked 
by  the  man  now  removed.  The  check  by  discovery  is 
easily  elucidated  in  a  position. 


THE    CHESS    PLAYER. 


41 


In  this  position,  Black's  King  is  not  in  check  at  present; 
but  if  you  have  the  move,  you  may  remove  the  Bishop,  and 
thus  open  a  check  by  discovery  from  your  Queen.  Thus 
you  give  check  here  with  the  Queen,  without  moving  her; 
and  though  you  move  the  Bishop,  you  do  not  check  with 
the  Bishop.  In  similar  cases  you  say  "  check  "  upon  un- 
folding the  check,  and  your  adversary  is  equally  compel- 
led to  provide  for  the  check,  as  if  it  were  given  in  any 
other  way. 

A    DIVERGENT    CHECK. 


This  expression  is  sometimes  used  by  writers  on  Chess, 
when  they  wish  to  express  your  giving  a  check,  and  at- 
tacking another  piece,  besides  the  King  on  the  same  move. 
Strictly  speaking,  the  term  "check"  can  only,  with  pro- 
priety, be  applied  to  the  King ;  but,  in  this  instance,  cus- 
tom sanctions  its  occasional  application  in  other  cases. 

The  following  is  an  instance  of  a  divergent  check  : — 


The  White  Knight  having  the  move,  attacks  both  King 
and  Queen,  by  which  is  termed  a  divergent  check  ;  for  you 
eee  that,  similarly  placed,  the  Knight  may  check  the  Kintr 
on  the  one  hand,  while  he  attacks  the  Queen  on  the  other. 
It  is  worthy  of  remark,  that  in  every  case  of  receivinor 
check  from  a  Knight,  you  cannot  ward  off  the  check  by 
4* 


42  THE    CHESS    PLAYER. 


the  interposition  of  any  of  your  men,  but  have  only  the 
option  of  meeting  it,  by  one  of  the  remaining  two  ways 
already  described  ;  that  is,  moving  the  King,  or  taking  the 
Knight. 

In  similar  positions,  the  Knight  is  also  said  to  "fork" 
the  two  pieces.  There  can  be  no  difficulty  as  to  the 
square  to  which  he  should  be  played.  A  divergent  check 
(or  a  fork,)  is  capable  of  being  given  by  any  piece  or  Pawn, 
as  well  as  the  Knight. 

There  is  scarcely  anything  in  Chess  more  dangerous, 
than  to  allow  of  one  of  your  adversary's  men  giving  check 
to  your  King,  at  the  same  time  that  he  attacks  another 
piece  on  the  same  move ;  or,  what  is  equivalent  to  this, 
attacking  any  two  pieces  at  one  move.  The  Knight  is,  of 
all  the  other  pieces,  that  which  can  perform  this  with  the 
greatest  facility,  on  account  of  his  peculiar  and  subtle  leap ; 
which  is  alike  to  be  dreaded  as  difficult  to  foresee.  Being, 
then,  so  deeply  aware  of  the  danger  of  allowing  a  divergent 
check,  I  might  content  myself  with  formally  telling  you, 
in  good  set  terms,  never  to  permit  such  a  thing ;  but  I 
know  that  general  rules  of  this  sort  are  altogether  useless. 
You  will  permit  it  at  times — you  cannot  help  it  —in  spite 
of  the  many  cautions  given  on  the  subject,  by  Hoyle  and 
other  writers.  As  you  play  better,  it  will  the  more  seldom 
occur — and,  till  then,  you  will  hardly  be  able  to  appreciate 
the  importance  of  a  "  divergent  check."  From  what  I 
have  said  on  this  subject,  you  will  gather,  that  if  ever  you 
can  fork  your  adversary's  King  and  Q,ueen,  with  either  of 
your  pieces,  you  will,  generally  speaking,  be  doing  a  good 
thing. 

Another  species  of  check  is  sometimes  given,  which 
without  being  exactly  similar  to  a  divergent  check,  is  the 
same  in  its  essential  character.  Some  writers  have  termed 
tliis  the  "  check  penetrant."  It  can  only  be  given  by  the 
Queen,  the  R^ok,  or  the  Bishop,  which  thus  attacks  a 
piece,  through  the  adverse  King.  The  following  is  a  spe- 
cimen of  the  "  Check  penetrant."     You  see  the   Bishop 


THE    CHESS   PLATER. 


43 


checks  the  King,  and  attacks  the  Queen,  at  the  same 
time,  through  the  King — the  latter  being  here  compelled 
to  move  out  of  check. 


THE    CHECK   PENETRANT. 


ON    CASTLING   THE    KING. 


Once  in  each  game,  you  are  allowed  the  privilege  of 
playing  a  sort  of  compound  move,  of  two  pieces  at  once : 
namely,  the  King  and  Rook,  and  this  is  termed  *'  Castling 
the  King."  This  can  only  be  done  under  the  restrictions 
imposed  by  the  laws.  The  method  of  Castling,  practised 
in  England,  is  as  follows : — 


44  THE    CHESS    PLATER. 


To  Castle  with  the  King's  Rook,  you  move  the  King  to 
the  King's  Knight's  square,  and  seat  the  King's  Rook  on 
the  King's  Bishop's  square. 

To  castle  with  the  Queen's  Rook,  you  leap  the  King  to 
the  Q-ueen's  Bishop's  square,  and  place  the  Queen's  Rook 
on  the  Queen's  square. 

Thus,  in  either  case,  the  King  is  moved  two  squares  ; 
and  the  Rook,  being  brought  over  him,  is  placed  on  the 
adjoining  square.  All  this  is  done  at  one  move,  and  con- 
stitutes  "  CASTLING." 

For  the  legal  restrictions  relative  to  Castling,  see  the 
laws  of  Chess,  as  laid  down  in  a  subsequent  chapter;  and 
for  further  remarks  on  Castling,  toward  the  end  of  this 
volume. 

A   DOUBLED    PAWN. 

A  doubled  Pawn  is  a  Pawn  which  has  left  its  original  file, 
on  which  it  stood  at  the  beginning  of  the  game,  in  conse- 
quence of  capturing  .S>me  adverse  man.  It  has  thus  got 
on  to  the  file  occupied  already  by  some  other  Pawn,  and  is 
therefore  termed,  for  the  sake  of  distinction,  "  A  Doubled 
Pawn." 

a  passed  pawn. 

Pawn  is  termed  "  a  Passed  Pawn,"  when  there  remains 
no  adverse  Pawn  in  front  of  it ;  either  on  the  same  file,  or 
on  either  of  the  two  files,  immediately  right  or  left.  There 
is  consequently  no  adverse  Pawn,  by  whose  position  its 
march  can  be  retarded,  nor  by  which  it  can  be  taken  in 
its  progress. 

TO    WIN    THE    EXCHANGE. 

When  you  gain  a  Rook,  in  exchange  for  the  Bishop  or 
the  Knight,  you  are  said  to  win  the  exchaoge — the  Rook 
being  superior  in  value  to  either  the  Bishop  or  Knight. 

THE    MINOR    PIECES. 

The  Bishops  and  Knights  are  sometimes  called  "  Minor 
Pieces,"  to  distinguish  them  from  the  superior  officers;  as 
the  King,  the  Queen,  and  the  Rook, 


THE    CHESS   PLAYER. 


45 


TO    GIVE    DOUBLE    CHECK. 


When  you  give  Check  with  two  men  at  once,  you  are 
said  to  give  Double  Check,  as  in  the  following  situation  : — 


Here  the  Black  is  not  actually  in  check,  but  by  remo- 
ving your  Knight,  to  either  of  the  two  proper  squares,  you 
may  give  double  check  ;  for  you  place  the  Black  King  at 
once  in  check,  both  by  your  Queen  and  Knight. 


TO   QUEEN    A    PAWN. 

As  the  Pawns  can  never  retrograde,  although  being,  in 
the  course  of  the  game,  continually  moved,  the  question 
naturally  arises,  "  What  is  to  be  done  with  my  Pawns,  on 
their  getting  to  the  extremity  of  the  board  V 

When  a  Pawn  reaches  the  extreme  rank,  or  last  square 
of  the  board,  it  must  be  exchanged,  for  either  a  Queen,  a 
Rook,  a  Bishop,  or  Knight,  as  you  may  prefer  having. 
The  hitherto  simple  Pawn  receives  promotion,  and  from 
being  the  lowest  in  value,  may  now  vie,  as  a  Queen,  with 
the  proudest  of  the  array.  You  may  thus  have  two  Queens 
at  once,  according  to  the  regulation  which  you  will  find  on 
the  subject,  in  our  code  of  laws.  From  the  practice  of 
generally  demanding  a  Queen,  as  the  most  valuable  Piece, 
you  are  said  to  "Queen  the  Pawn,"  when  you  advance  it 
to  the  last  square  on  the  file. 


46  THE    CHESS   PLAYER. 


This  custom  is  analogous  to  the  rule  in  the  game  of 
Draughts,  in  which  tlie  common  man  becomes  a  King,  on 
attaining  ihe  extreme  line  of  the  board.  Should  you  ever 
succeed  in  getting  two  Queens  at  once,  you  may  represent 
your  second  Queen,  by  mounting  a  Pawn  on  the  top  of  a 
iR,ook,  or  may  place  two  Pawns,  side  by  side,  on  the  same 
square.  See  further  remarks  on  this  point  at  a  future 
page  of  this  work. 

ON   THE    FIRST    MOVE. 

The  first  move  is  a  slight  advantage,  in  one  respect ; 
that  it  enables  the  player  to  begin  his  game  how  he  likes  ; 
but  if  properly  opposed,  this  advantage  can  never  last 
beyond  the  few  leading  moves.  For  the  mode  in  which  it 
is  usual  to  decide  who  shall  move  first,  I  refer  you  to  the 
chapter  on  the  laws  of  Chess. 

I  take  this  opportunity  of  pointing  out,  that  an  early  and 
intimate  acquaintance  with  the  laws  is  essential  to  the 
young  player ;  since  there  are  many  things  not  elsewhere 
explained,  which  are  given  in  that  section  at  some  length, 
and  which  are  of  the  first  importance,  as  occurring  fre- 
quently in  every  game. 

ON    COaNTER-ATTACK. 

When  you  repel  an  attack  by  another  attack,  instead  of 
a  defensive  move,  you  are  said  to  make  a  counter-attack, 
generally  speaking,  this  is  the  strongest  mode  of  defence. 
Your  antagonist,  perhaps,  assails  a  Knight;  you  leave  your 
Knight  en  prise,  and  make  a  counter-attack  on  his  Queen, 
thus  defending  your  Knight,  as  he  must  provide  for  the 
attack  on  his  Queen.  Hannibal  was  a  good  Chess-player, 
when,  leaving  Carthage  almost  "  en  prise,"  he  made  a 
counter-attack  on  the  enemy,  by  leading  his  army  up  to 
the  very  gates  of  Rome. 

TAKING    A    PAWN    "  EN    PASSANT.  " 

This  is  a  point  little  understood  by  beginners,  and  re- 
quiring a  particular  detail  on  the  part  of  the  instructor,  tq 


THE   CHESS   PLAYER. 


47 


convey  an  ample  illustration  of  its  meaning.  You  have 
learned  that  a  Pawn  may  be  played,  at  will,  either  one  or 
two  squares,  the  first  time  it  is  moved.  It  is  true  it  may 
move  two  squares,  but  if,  in  so  doing,  it  passes  through  the 
range  of  attack  of  an  adverse  Pawn,  it  is  liable  to  be  taken 
by  that  Pawn  "en  passant."  But  let  us  call  in  the  assis- 
tance of  the  learner's  best  friend — the  Chess-board. 


Black. 


White. 

Here  we  find  the  Queen's  Pawn,  on  the  White  side,  un 
moved  ;  (there  is  a  second  White  Pawn,  on  the  King's 
Rook's  file,  to  which  we  will  attend  presently.)  If  White, 
in  this  position,  push  the  Queen's  Pawn  two  squares, 
(which  he  indubitably  may  do,)  you  must  see  that,  in  ma- 


48  THE    CHESS    PLAYER. 


king  this  leap,  your  Pawn  crosses  over  a  square  command- 
ed by  the  adverse  Queen's  Bishop's  Pawn  :  that  is  to  say, 
if  you  were  to  move  your  Queen's  Pawn  only  one  square, 
instead  of  two,  it  would  be  "en  prise"  of  Black's  Pawn. 
Well,  then,  such  being  the  case.  Black  has  the  option  of 
taking  your  Pawn,  when  you  move  two  squares,  "en  pas- 
sant," by  removing  it  off  the  board,  and  seating]  his  own 
Pawn  at  your  Queen's  third  square;  such  being  the  square 
commanded  by  his  Pawn,  and  crossed  by  you.  Under- 
stand, Black  is  not  compelled  to  take,  but,  as  on  other 
occasions,  may  do  as  he  thinks  most  to  his  advantage 

In  the  same  position.  White  King's  Rook's  Pawn  is 
also  unmoved  ;  but  should  you  think  fit  to  push  it  two 
squares,  it  cannot  be  captured  by  the  adverse  Pawn,  be- 
cause, in  this  case,  it  does  not  cross  a  square  commanded 
by  that  Pawn;  of  which  it  is  already  "en  prise."  The 
difference  is  easily  perceptible. 

The  same  rule  equally  applies  to  every  Pawn  on  both 
sides.  A  Pawn  may  betaken  "en  passant"  only  by  a 
Pawn,  and  not  by  a  piece.  Thus,  in  the  above  position, 
your  Queen's  Pawn,  in  moving  two  squares,  must  cross 
over  a  square  commanded  by  the  Black  Bishop ;  but  m  so 
doing,  it  cannot  be  taken  by  the  Black  Bishop,  as  the  lat- 
ter cannot  take  "  en  passant,"  such  being  the  privilege 
exclusively  of  the  Pawn.  Lastly,  it  is  clear  a  Pawn  can 
be  only  taken  "  en  passant"  on  making  his  first  move  ; 
because,  at  no   other  time,  does  he   move  two  squares  at 


TUB    CHESS  PLATER.  49 


CHAPTER    VI. 

ON     THE     chess-men;      INDIVIDUALLY    AND     AS     TO   THEIR 
RELATIVE    VALUE. 

ON    THE    KING. 

As  the  King  can  never  be  taken,  his  relative  value, 
compared  with  that  oftheotlier  pieces,  cannot  be  correctly 
estimated.  He  shouhi  rarely  be  moved  early  in  the  game  ; 
butafler  the  principal  pieces,  and  particularly  the  Queens 
are  taken  off  the  board,  the  King  becomes  of  great  service, 
and  should  be  freely  exposed  in  the  van  of  the  battle. 
Quite  at  the  end  of  the  game,  when  there  are  only  one  or 
two  pieces  remaining,  with  some  Pawns,  the  King  is  gen- 
erally the  most  useful  piece,  from  his  power  of  moving  both 
ia  right  lines,  and  diagonally. 

ON   THE    QUEEN. 

The  Queen  is  the  most  valuable  piece  of  all.  She  is 
equal,  on  an  average,  to  two  Rooks  and  a  Pawn,  and  is  su- 
perior, in  worth,  to  any  three  minor  pieces.  At  the  be- 
ginning of  the  game,  she  is  of  greater  value,  compared 
with  the  two  Rooks,  than  at  the  close  ;  for,  as  the  men  be- 
come thinned,  through  the  Pawns  being  cleared  off,  the 
Rooks  increase  in  value;  and  should  the  two  Rooks  be 
left,  alone,  against  the  Queen,  with  perhaps  a  Pawn  each, 
the  balance  of  power  is  slightly  in  their  favor.  The 
Queen  should  not  be  rashly  exchanged,  even  for  a  Rook 
and  two  minor  pieces;  for  the  Queen  has  such  prodigious 
power  in  breaking  through  her  adversary's  entrenchment, 
that,  at  the  beginning  of  the  game,  she  may  be  styled  in- 
valuable ;  the  Rooks  being,  for  a  time,  locked  up  by  the 
surrounding  Pawns,  which  hardly  impede  the  Queen,  as 
she  walks  through  them  diagonally. 

ON   THE   ROOK. 

The  Rook  is  the  next  Piece  in  value  to  the  Queen. 
The  Rook  is  fully  equivalant,  on  an  average  of  positions, 

5 


60  THE    CHESS   PLAYER. 


to  a  minor  piece  and  two  Pawns  ;  a  Rook  and  two  Pawns 
are  also  equal  to  two  minor  pieces.  All  these  scales  of 
value  apply  only  generally,  as  there  may  arise  situations, 
when  a  Pawn,  from  its  position,  may  be  worth  more  than 
the  Queen.  The  Rook  is  the  only  piece,  except  the 
Queen,  which  can  give  Checkmate,  with  the  King,  against 
the  King  alone.  The  Rook  can  sometimes  draw  against 
the  Queen,  and  mostly  draws  against  the  Rook  and  a  mi- 
nor piece.  Indeed,  it  may  be  laid  down  as  an  axiom,  that 
if  you  have  only  the  numerical  superiority  of  one  minor 
piece,  the  game  ought  to  be  drawn.  Thus,  the  Queen 
draws  against  the  Queen  and  a  minor  piece;  the  Rook 
against  the  Rook  and  a  minor  piece ;  and  one  minor  piece 
easily  draws  against  two. 

Get  your  Rooks  into  speady  communication  with  each 
other,  and  remember,  it  is  mostly  good  play,  to  place  them 
early  in  command  of  the  open  files. 

ON    THE    BTSHOP. 

The  Bishop  is  equal  in  value  to  something  more  than 
three  Pawns,  though  not  to  four,  and  is  of  exactly  the  same 
worth  as  the  Knight,  for  which  it  should  therefore  be  in- 
discrimnately  exchanged.  The  Bishop  alone,  as  well  as 
the  Knight,  can  mostly  draw  against  the  Rook ;  and  the 
two  Bishops,  as  well  as  the  Bishop  and  Knight,  possess 
the  muting  power.  At  the  end  of  the  game,  the  two 
Bishops  are  stronger,  on  an  average,  than  the  two  Knights; 
and  a  Bishop  and  Knight  are  also  stronger  than  the  two 
Knights;  but  a  single  Bishop  (with  Pawns)  is  decidedly 
weaker  than  a  single  Knight.  Towards  the  close  of  the 
game,  if  strong  in  Pawns,  endeavour  to  get  rid,  either  by 
exchange  or  otherwise,  of  the  adverse  Bishops,  as  they  stop 
the  march  of  Pawns,  better  than  either  the  Rook  or  Knight. 

ON    THE    KNIGHT.  "^ 

The  Knight  being  strictly  of  the  value  of  the  Bishop^ 
most  of  the  remarks,  applicable  to  the  one,  hold  good 
with  regard  to  the   other.     There  is  only  one  position   in 


THE    CHESS   PLAYER.  51 


which  the  two  Knights  can  draw  the  game  against  the 
dueen,  while  the  two  Bishops  can  do  so  in  many  ways. 
The  two  Knights,  with  the  King  alone,  cannot  force  Mate; 
one  Knight,  however,  with  Pawns,  is  stronger  than  a  Bi- 
shop, at  the  close  of  the  game ;  because  he  can  range  on 
both  colors,  and  can  thus  attack  the  Bishop,  wherever  he 
may  be  placed,  without  going  "era  pr/se"  of  ^the  latter. 
Recollect  this,  and  you  will  frequntly  win  a  game,  by  con- 
triving to  be  left  with  the  Knight  against  the  Bishop. 

The  problem  respecting  the  Knight's  being  moved 
over  the  sixty- four  squares  of  the  board,  at  as  many  con- 
secutive leaps,  was  never  solved,  upoa  a  general  princi- 
ple, until  a  few  years  back.  Place  the  Knight  on  any 
square  of  the  board  you  like,  and  begin  by  moving  him  to 
that  square  on  which  he  would  command  the  fewest  points 
of  attack.  Cover  every  square,  as  he  touches  it,  with  a 
wafer  or  counter;  and  reckon  every  square,  thus  occupied, 
as  one  placed  out  of  the  calculation,  and  not  therefore  to 
be  reckoned  again ;  the  Knight  being,  in  this  case,  only 
said  to  command  the  open  squares.  Observe,  further, 
that  if  j'OU  have  at  any  time  a  choice  of  two  squares,  on 
which  his  power  of  command  would  be  equal,  you  may 
move  him,  indifferently,  to  whichever  of  the  two  you 
choose.  Play  him  from  square  to  square,  on  this  prin- 
ciple, and  he  will  traverse  the  sixty-four  squares  at  as 
many  moves.  This  is  a  very  simple  solution  of  what 
was  once  thought  a  difficult  task,  by  many  first-rate 
mathematicians:  including  Euler,  De  Moivre,  Ozanam, 
and  Guyot.  A  diagram,  showing  the  64  moves  of  the 
Knight  on  a  round  and  square  board,  is  on  a  page  in  this 
volume. 

ON   THE    PAWN. 

The  Pawn  is  the  lowest  of  all  the  Men,  in  the  scale  of 
value,  since  it  can  never  attack  more  than  two  points  at 
once ;  and  can  only  attack  one,  when  placed  on  the  Rook's 
files.  Moreover,  it  cinnot  move  backward,  as  all  the 
gther  men  can ;  and  is  restricted,  in  its   march,  to  cue 


52  THE    CHESS    PLAYER. 


square  at  a  time.  It  would  be  worth  much  less  than  it  is, 
were  it  not  for  its  chance  of  being  Queened ;  and  yet, 
even  with  this  possibility  of  promotion,  three  Pawns  are 
slightly  inferior,  on  an  average,  to  a  minor  piece;  while 
the  Rook  is  worth  about  five.  Two  Pawns,  though,  be  it 
remembered,  or  even  a  single  Pawn,  left  alone  with  the 
King,  are  more  valuable  than  a  Bishop  or  Knight;  since 
the  Pawn  might,  by  good  fortune,  go  to  Queen,  but  the 
Bishop,  or  Knight,  can  never  be  exchanged  for  a  superior 
piece. 

The  renowned  PnrLioori  Avas  wont  to  style  the  Pawns, 
the  soul  of  Chess,  and  was  remarkable  for  the  very  scien- 
tific manner  in  which  he  conducted  them.  Many  fine 
instances  of  this  occur  in  the  games  played  by  Piiilidor, 
with  his  contemporaries.  I  have  remarked  that  Chess- 
players, generally,  play  the  Queen  and  Bishop  better  than 
any  of  the  other  men.  Next  to  these,  it  seems  to  me, 
they  attend  to  the  Knight,  King,  Pawn  and  Rook,  in  the 
order  I  have  here  placed  them.  The  Rook,  we  play  the 
worst  of  all  the  pieces.  The  art  of  manoeuvring  the 
Pawns  is  better  understood  than  it  was  formerly  in  this 
country;  but,  in  this  respect,  we  are  far  behind  the 
French.  The  English  school  of  Chess  is  founded  on  that 
of  Italy,  in  which  the  pieces  are  brought  up  to  the  attack 
before  the  Pawns;  but  we  sometimes  forget  that  we  can- 
not follow  out  our  model  in  its  fullest  details,  on  account 
of  practising  a  mode  of  Castling,  very  inferior  to  that  used 
in  Italy  ;  in  which  country,  the  law  allows  a  choice  of  all 
the  intermediate  squares,  to  the  King  and  Rook,  subject  to 
certain  conditions.  On  the  other  hand,  the  French  school 
of  Chess  is  that  ofPniLADOR;  lessbrilliant  than  the  Anglo- 
Italian,  but  more  generally  calculated  to  gain  the  victory. 
The  student,  really  anxious  for  improvement,  will  examine, 
in  comparison,  the  two  styles  of  play,  and  endeavour  to 
found  his  practice  on  the  strongest  points  ofeach.  When 
the  two  schools  have  come  in  collision,  the  French  has 
practically  proved  its  superiority;  as  witness  the  play  of 
PniLiDOR  and  La  Bourdonnais. 


THE    CHESS    PLAYER.  53 


CHAPTER  VII. 


ON    DRAWN    GAMES. 


When  the  Chess«-raen  are  first  placed  on  the  board,  the 
parties  begin  the  game,  as  I  have  already  said,  by  moving 
alternately ;  each  player  trying  to  attack  with  his  whole 
force,  while  he  defends  himself  from  the  counter-assaults 
of  his  enemy.  The  object  of  the  struggle  being  to  win 
the  game,  by  giving  checkmate,  it  must  naturally  be  con- 
ductive to  this  desirable  event,  to  make  as  many  prisoners 
as  you  can;  for  the  more  you  weaken  your  antagonist, 
by  capturing  his  men,  the  less  means  will  he  have,  of  op- 
posing a  successful  resistance  to  your  attack.  There 
remains,  however,  a  material  point  of  Chess  for  explana- 
tion ;  I  mean  the  manner  in  which  a  game  may  be  drawn  : 
for  if  neither  party  wins,  such  will  inevitably  be  the  case 
at  every  game,  as  well  as  Chess.  If,  then,  neither  party 
can  give  Checkmate,  the  game  must  be  drawn,  and  this 
may  happen  many  different  ways,  the  chief  of  which  are 
as  follows : — 

Firstly,  where  perpetual  check  can  be  given. 

Secondly,  where  there  is  not  sufficient  force  left,  to 
enable  the  stronger  party  to  mate. 

Thirdly,  where,  though  the  force  may  be  sufficient,  the 
superior  party  cannot  effect  mate  in  fifty  moves. 

Fourthly,  where  both  parties  persist  in  repeating  the 
same  move. 

Fifthly,  where  either  King  is  stalemated. 

ON    PERPETUAL    CHECK. 

It  frequently  happens  thai  a  game  is  drawn  by  a  per- 
petual check :  for  when  this  is  obtained,  by  a  player 
weaker  than  his  adversary  in  numerical  force,  he  will  evi- 
dently persist  in  a  move  so  much  to  his  advantage  ;  and 


54 


THE    CHESS    PLAYER. 


as  his  antagonist  cannot  change  the  position,  he  is  forced 

to  abandon  the  game  at  once,  by  admitting  it  to  be  drawa. 

Black. 


White. 
Here  is  a  very  strong  instance  of  perpetual  check. 
White  has  but  the  Queen  remaining,  against  Queen  and 
two  Rooks  ;  tlie  Black,  too,  being  in  a  position,  which 
thre;t?ns  Wiiite  with  immediate  destruction.  But  White 
has  fortunately  got  the  Black  King  in  check,  and  the  latter 
can  only  move  to  one  square;  on  which,  White  repeats  the 
check  on  the  King's  Rook's  file,  and  black  is  forced  tore- 
turn  to  the  square  he  now  occupies.  White  continues  to 
check  on  the  same  two  squares  successively,  and  Black, 
having  no  resources,  is  compelled  to  abandon  the  game  as 
drawn.  Remember  to  apply  this  in  play,  and  whenever 
your  adversary  has  obtained  an  overwhelming  numerical 


THE    CHESS    PLAYER.  55 


force,  look  out  for  a  perpetual  check;  no  matter  with  what 
piece  or  pieces — if  you  can  but  get  it.  This  will  enable 
you  to  draw  the  game,  and  thus  to  baffle  your  apparently 
victorious  opponent. 

ON    DRAWN     GAMES,    ARISING     FROM    WANT     OP    FORCE    OR 
FROM    A    STRICT    EQUALITY    OF    FORCE. 

Suppose,  for  instance,  each  party  has  the  King  only, 
left  on  the  board,  the  game  is  drawn  ;  for  as  the  Kings  can 
never  attack  each  other,  there  remains  no  force,  with 
which  the  victory  can  be  gained.  Again  :  each  player 
has  the  King,  and  some  Pawns  ;  but  the  Pawns  are  lock- 
ed in  together,  and  cannot  move.  Here  the  Kings  only 
can  be  played,  and  as  neither  will  remove  his  King,  to 
allow  of  his  adversary  turning  the  flank  of  his  position,  the 
game  is  drawn.  Suppose,  too,  there  remains  on  each 
side,  a  strict  equality  of  a  small  quantum  of  force,  as  King 
and  Rook,  against  King  and  Rook, — or  King  and  Q,ueen, 
against  King  and  Queen, — it  is  usual  to  give  the  game  up 
as  drawn.  Or  again:  each  party  has  a  Rook  and  Bishop, 
— or  one  has  the  Queen  and  the  other  the  two  Rooks;  it 
is  clearly  better,  and  more  courteous,  to  offer  to  abandon 
the  game  here  as  drawn,  than  to  carry  it  on,  in  the  hope 
of  your  antagonist  putting  a  Piece  "en  prise." 

The  King  with  one  Bishop,  against  the  King  alone,  or 
the  King  with  two  Knights  against  the  King  alone,  do  not 
constitute  sufficient  power  to  give  Checkmate.  Tiie  same 
thing  holds  good  as  regards  the  contest  between  King  and 
Rook, — against  King  and  a  minor  piece,  or  three  minor 
pieces  against  Queen  (sometimes!,) — Rook  and  minor 
piece  against  Queen  or  Rook  and  Bishop  against  Rook. 
The  natural  result  of  these,  and  analogous  quantities  ol 
force,  is  a  drawn  game,  except  in  peculiar  positions;  the 
rarity  of  which  rather  confirms  than  invalidates,  our  gen- 
eral proposition. 

The  sinifle  King  makes  a  drawn  game  against  the  King 
and  Rook's  Pawn,  if  the  single  King  can  get  on  the  same 


56  THE    CHESS   PLATER. 


file,  in  front  of  the  Pawn ;  and  the  same  result  occurs, 
should  there  be  two  or  three  Pawns  doubled  on  the  Rook's 
file.  Further,  should  the  single  Rook's  Pawn,  or  doubled 
Rook's  Pawns,  be  accompanied,  beside  their  King,  with 
a  Bishop  only,  of  the  color  which  does  not  command  the 
eighth  square  of  the  Rook's  file,  on  which  the  Pawn  or 
Pawns  range,  the  game  will  be  drawn,  if  the  adverse  King 
can  get  in  front  of  the  Pawns,  on  the  same  file.  The 
principle  on  which  the  game  is  here  drawn,  is,  that  you 
cannot,  in  either  of  these  cases,  maintain  a  Pawn  at  the 
Rook's  seventh  square,  without  giving  Stalemate.  This 
is  highly  essential  to  recollect,  and  serves  also  to  point  out, 
that  two  Pawns,  doubled  on  the  same  file,  are  little  better 
than  one.  The  beginner  will  find  this  paragraph  rather 
obscure;  and  will  do  well,  should  he  have  the  opportunity, 
to  get  a  player  more  advanced,  to  explain  it  practically  on 
the  Chess-board. 

ON  DRAWN  GAMES,  ARISING  FROM  IGNORANCE,  AS  TO 
THE  STRONGER  PARTY  KNOWING  HOW  TO  EFFECT 
MATE,    IN    A    CERTAIN    TIME. 

There  is  a  regulation  in  our  code  of  laws,  to  which  I 
must  refer  you  for  information,  on  this  head.  This  is  a 
provision  for  cases,  arising  from  the  circumstance  of  your 
having  sufficient  force  to  effect  mate,  but  not  knowing  how 
that  force  should  be  applied.  Thus  the  Bishop  and 
Knights,  or  two  Bishops,  (with  the  King) — against  the 
King  alone — possess  the  mating  power;  but  it  is  only 
a  skilful  player  who  could  avail  himself  of  this,  so  as  to 
win  the  game.  In  these,  and  analogous  situations,  if  you 
cannot  Mate  in  fifty  moves,  your  adversary  is  justified  in 
demanding  the  dismissal  of  the  game  as  drawn. 

ON    DRAWN      GAMES,      ARISIiNG     FROM    BOTH    PARTIES    PER- 
SISTING   IN    PLAYING    THE    SAME    MOVE. 

The  principle  on  which  this  is  done,  is  similar  to  that 
of  perpetual  check.     Each  party  prefers  acting  on  the  de- 


THE    CHESS   PLAYER. 


57 


fensive,  to  risk  the  loss  of  ihe  game,  by  sallying  forth  from 
his  enirencliments.  The  following  is  a  case  of  this  sort, 
which  I  saw  recently  arise  between  two  good  players,  ia 
the  Westminster  Chess  Club  : — 


White  attacks  the  Knight  with  his  King,  and  the  form- 
er cannot  move  to  the  square  adjoining  the  King,  because 
it  would  be  taken  by  the  Pawn ;  the  Knight  therefore 
plays  upon  the  Rook's  file  ;  White  follows  the  Knight 
with  the  King,  to  the  Knight's  sixth  square,  and  the  Knight 
returns,  as  his  best  move,  to  the  square  he  now  occupies. 
Each  party  persists  in  the  same  course  of  play,  and  agree, 
consequently,  to  dismiss  the  game  as  drawn.  Black 
would  lose  the  game,  were  he  to  allow  the  Knight  to  be 
taken ;  and  it  is,  therefore,  fortunate  for  him,  that  White 
has  not  the  move  in  the  present  position. 


38 


THE  CHESS  PLATER. 


ON  STALEMATE,  OR  A  STALE. 

You  have  acquired  a  knowledge  of  the  meaning  of 
Check-mate,  but  there  may  yet  arise  a  position  of  the  men, 
which,  though  somewhat  similar  to  that  of  Checkmate, 
differs  in  one  essential  particular;  the  dissimilarity  being, 
that  the  King,  in  Stalemate,  is  not  checked  at  the  time, 
as  he  is  in  Checkmate,  When,  then,  your  King  is  so 
placed,  that  without  being  actually  on  the  move,  in  check, 
he  cannot  move  to  any  square  without  going  into  check, 
and  you  have  at  the  moment  no  piece  nor  Pawn  that  can 
legally  move,  this  position  constitutes  Stalemate,  and  the 
game  must  be  dismissed  as  drawn.  Stalemate,  like 
Checkmate,  may  be  given  on  any  square  of  the  board. 


EXAMPLE    OF    STALEMATE. 

Black. 


White. 

In  this  position,  were  it  Black's  turn  to  play,  he  would 
take  Bishop  with  Rook,  and  give  Checkmate;  but  it  being 
White's  turn  to  move,  you  draw  the  game;  for,  having  no 
move,  thovgh  your  King  is  not  in  Chech,  you  are  Stale- 
mated. Although  your  King  is  not  in  check  where  he 
Stands,  there  is  no  square  on  to  which   you  could  mov"§ 


THE   CHESS   PLAYEtt. 


59 


him;  and  you  may  not  move  your  Bishop  at  all,  because 
that  would  expose  your  King  to  the  check  of  the  Rook. 
Your  two  Pawns  are  locked  in,  by  his  King  and  Pawn. 

Stalemate  is  generally  obtained,  by  the  skilful  player, 
of  an  inexperienced  antagonist,  who  is  so  eager,  having  a 
numerical  advantage,  to  run  down  his  prey,  that  he  over- 
looks this  resource  on  the  part  of  his  wily  foe.  Many 
situations,  towards  the  close  of  a  game,  arise,  in  which, 
by  a  judicious  sacrifice,  the  skilful  player  forces  Sta'emate, 
and  thus  draws  the  game;  as  in  the  following  case  : 


Here,  Black  having  the  move,  can  force  Stalemate,  and 
thus  draw  a  desperate  game.  He  checks  with  Rook,  on 
the  square  before  the  adverse  King,  thus  giving  it  away  for 
nothing,  for  the  White  King  may  take  it  with  impunity. 
But  when  the  King  has  taken  Rook,  White  has  given 
Stalemate,  and  Black  has  gained  his  object;  and  if  he  re* 
fuse  taking  it,  he  must  move  out  of  the  check,  and  Black 
takes  the  White  Queen.     So  either  way  the  game  is  drawn. 

It  is  impossible  to  give  every  case  in  which  a  game  may 
be  drawn.  1  can  only  lay  down  general  principles,  with 
as  much  practical  illustration  as  our  limits  will  permit; 
and  it  is  for  the  learner  to  apply  such  principles,  as  his 
genius  and  application  shall  dictate^ 


60  TtlE   CHESS   FtAVEft. 


CHAPTER  VIII. 

EXPLANATION    OP     THE    MODE     OE     PLAYING      OVER    GABlEft 
FROM    CHESS-BOOKS,    &.C. 

It  must  be  obvious  that  writers  on  Chess  have  some 
difficulty  to  encounter,  in  noting  down  their  Examples  of 
Gatnes  or  Positions,  so  as  to  convey  them  clearly,  and 
succinctly,  to  the  minds  of  their  readers.  Many  different 
modes  of  notation  exist,  but  the  best  is  that  first  introduced 
by  the  great  Philidor,  and  subsequently  adopted  by  Pon- 
ziANi  and  other  writers,  down  to  my  humble  self.  The 
plan  which  turns  on  numbering  the  squares  of  the  board, 
from  1  to  64,  is  convenient  as  to  brevity,  but  objectionable 
on  the  score  of  want  of  order,  and  unity  of  method.  Thus, 
the  figures  25  represent  the  King's  Knight,  perhaps,  on 
this  move,  and  the  Queen's  Rook  on  the  next;  while  the 
same  figures,  at  one  time,  denote  the  White,  and,  at 
another  time,  the  Black  pieces.  All  this  confuses  the 
mind,  and  creates  a  disgust,  which  retards  the  learner's 
progress.  Another,  and  a  better  plan,  is  that  of  Stamma, 
which  combines  both  letters  and  figures;  the  eight  files 
of  the  board,  being  represented  by  the  letters  A  to  H. 
This  method  was  followed  by  the  scientiffic  authors  of  the 
Traite  des  Amafcias  as  well  as  by  La  Bourdonnais  and 
other  modern  French  writers  ;  while,  in  Germany,  it  is 
the  favorite,  and  sole  plan  in  use.  It  has  one  peculiar 
advantage,  in  its  independence  of  language  or  dialects, 
and  would  therefore  be  the  best  method  of  publishing  an 
extensive  work  like  Lolli's,  as,  being  an  universal  lan- 
guage, it  could  thus  be  read  by  the  people  of  every 
country  and  tongue.  But,  considering  that  an  author's 
first  care  should  be  for  his  own  country,  I  prefer  our  own 
mode  of  notation,  simply,  as  conveying  a  more  definite 
idea  of  the  subject,  than  any  other.  In  this  I  am  borne 
out  by  the  judgment  of  our  first  players,  who  all  complain 
of  the  mystification  attendant  on  Stamma's  method. 


TH£   CHESS   PLAYER.  61 


You  hiiva  learnt  ihit  similar  pieces  liave  different  names 

appeiidfd  lo  them,  accor<liiig  to  llieir  original  position. 
Thus  \\w.  Knight  on  the  Kuig's  side  is  called  the  King's 
Kniglit,  throughout  the  gJime,  i"  contrudistniction  to  the 
Other  Knight,  which  is  called  liie  Queen's  Knight.  The 
same  remark  is  ii|)plical)le  to  the  remaining  piecet?.  Now, 
according  to  our  plan  of  notation,  we  asMgn  a  name  to 
every  square  of  the  board,  taken  from  the  names  of  the 
pieces.  Thus  the  square  on  which  the  King  originally 
stands,  is  called,  throughout  the  game,  by  each  party,  his 
King's  square;  and  the  square  on  which  the  Queen 
stands,  the  Queen's  square.  'J'he  {■quare  betbre  the  King,  is 
called  the  King's  second  square;  and  thus  we  go  up  the 
board,  in  a  straight  line,  to  King's  third  square,  and  King's 
foiirlli  fquare.  Here  we  cross  our  own  lialfof  the  board, 
and,  entering  our  adversary's  dominions,  we  term  the  ne.\t 
square,  upwards,  on  the  King'sfile,  the  King's  filth  square; 
then  King's  sixth.  King's  seventh,  and,  lastly,  King's 
eighth  square.  It  is  also  allowable,  though  not  so  clear,  to 
describe  the  squares,  after  we  have  crossed  our  own  half 
of  the  board,  as  the  "adverse  King's  square,"  &lc.  So 
we  may  equally  say,  "  King's  sixth,"  or  "  adverse  King's 
third  ;"  the  former  being  preferable.  The  file  of  squares, 
at  the  foot  of  which  each  piece  is  originally  set  up,  is 
named  after  that  piece;  as  the  King's  tile,  the  Queen's 
file,  the  Queen's  Knight's  file,  &.c. 

The  same  remarks  apply  to  the  Black  Men,  as  to  the 
White,  each  party,  computing  from  his  own  position  ;  and 
you  will  also  observe,  that  in  describing  the  King's  file,  I 
equally  describe  the  remaining  files.  A  square  never  takes 
its  name  from  a  Pawn,  Thus  the  square  on  which  the 
King's  Pawn  is  placed  at  starting,  is  not  termed  (he  '  King's 
Pawn's  fquare,'  b;it  the  '  King's  second  square.'  When  a 
Pawil,  however,  has  not  been  moved,  it  is  sometimes  de- 
scribed as  remaining  'at  its  square.' 

In  writing  down  the  moves  of  a  game  of  Chess,  we  can 
frequently  depart  from  the  strict  phraseology,  with  advan- 

6 


Gi 


THE    CHESS   PLAYER. 


tage.  Thus  to  say, "  Bishop  checks,"  where  there  can  be 
no  mistake  as  to  the  square  on  which  the  check  is  given, 
is  better  than  to  give  the  square,  to  which  the  Bishop 
moves  in  checking.  Or,  again,  to  make  it  as  clear  as  pos- 
sible, I  frequently  make  use  of"  Rook  attacks  Queen,"  or 
"King  home,"  to  the  technical  description  of  tlie  squares, 
on  to  which  the  pieces  named  are  played. 

The  following  diagram  affords  a  complete  illustration  of 
my  mode  of  naming  the  squares,  and  I  recommend  you  to 
mark  the  squares  of  an  old  Chess-board  accordingly.  The 
White  pieces  are  supposed,  to  have  originally  tilled  the 
lower  hulf.  The  plate  is  accompanied  by  a  list  of  abrevia- 
tons,  in  common  use. 


1 

b.  a  x 

■baijit 

us  -at 

)    'b«  -B 

•U»  n    -bs   a -Ji-b* -4^1  ■> 

•bs  a  a 

Q.  R.8tl 

I.  K.  8'1 

1.  -n.sii 

a.  Pih." 

K..  8ih.  K.  p.  8th 

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TUB    CHESS   PLAYER. 


K.  for  King.         R.  for  Rook.        B.  for  Bishop. 
Q.  for  Queen.      Kt.  for  Knight.     P.  for  Pawn. 

Further  Abbreviations  used  by  Chess-Writers. 

Ch.  or  Chg.  for  Checks  or  Checking. 

Dis.  Ch.     -     -   Discovering  Check. 

Sq.  -     -     -     -   Square  or  Squares. 

Draw.   -     -     -   To  draw  the  Game. 

Ad.  or  Adv.     •  Adverse,  or  Adversary's. 

Mate  -  -  -  Checkmate. 
Figures  are  also  occasionally  introduced,  for  the  sake  of 
brevity.  Thus,  Q,.  R.  5,  means  dueen's  Rook's  fifth 
square,  or,  rather, Q-ueen's Rook's  fifth;  the  word  "square" 
being  frequently,  and  abvantageously,  omitted  as  super- 
fluous. 

Do  not  fatigue  yourself  by  attempting  to  become  in- 
timately acquainted  with  the  squares,  before  practising 
some  of  my  examples  of  Games  ;  the  playing  through  of 
which  will  indelihly  impress  your  mind  with  the  names 
of  the  squares  ;  and  I  therefore  advise  you  to  attack  them 
immediately,  and  incessantly. 

CHAPTER  IX, 

THE    LAWS    OF    CHESS,      ADOPTED      BY      THE      FIRST     CHESS 
SOCIETIES. 

LAW    I. 

Should  the  board  or  men  be  improperly  placed  at  the 
commencement  of  the  game,  or  should  any  of  the  men  be 
wanting,  the  players  must  begin  that  game  again,  if  the 
error  be  discovered  before  the  completion  of  the  fourth 
move.  But  if  four  moves  have  been  played,  the  game 
must  be  finished  as  the  pieces  stand. 

REMARKS. 

A  move,  in  Chess,  is  understood,  when  the  term  is  used 
as  above,  to  signify  a  double  move  ;  thus  we  say,  three 
n^QVes  have  been  played,  when,  in  fact,  each  party  hav- 


64  THE    CHESS    PLAYER. 


ing  played  three,  tlie  tyro  would  suppose  there  had  been 
executed  six.  So  «e  suy,  "the  game  lasted  twenty 
moves;"  each  parly  having  played  that  iiurnl)er  before  the 
termination.  To  illustrate  Law  I,  suppose  the  following 
cases : — 

A,  and  B,  discover,  on  beirinniiior  the  2[ame,  that  the 
Chess  Boird  is  improperly  placed  ;  the  black  corner  be- 
ing on  the  right  hand,  instea<l  of  the  white.  If  this  la 
found  out,  before  each  party  has  played  his  fourth  move, 
the  game  inusi  be  recommenced,  with  the  board  correctly 
placed  ;  but  if  not  discovered  till  after  that  time,  the  game 
must  be  finished  with  the  board  wroiiglv  placed. 

Again,  A,  and  B,  find,  just  alier  startw)g,  that  one  of  the 
men  is  set  up  on  a  wrong  square, — that  the  set  is  incom- 
plete, tliere  being  a  piece  w.inting, — a  pawn  substituted 
for  a  piece,  or  any  similar  defect, — three  Bishops,  and 
only  one  Knight,  &,c.  Any  omission  or  errors  of  this 
descri|)tion,  may  be  rectified  ;  provided  they  are  discover- 
ed before  the  completic^n  of  each  party's  fourth  move ; 
after  that  point,  no  addition  nor  alteration  can  be 
made,  but  the  game  must  be  played  out,  just  as  the  men 
stand. 

LAW    IT. 

If  a  player  undertake  to  give  the  odds  of  a  piece  or 
Pawn,  and  forget  to  remove  such  man  off  the  board,  on 
beginning  the  irame,  he  is  at  liberty  to  takeaway  the  piece, 
and  re-coinmence  the  gamn,  provid<d  the  error  be  discover- 
ed, before  ench  party  have  played  four  moves.  But  if  the 
four  moves  have  been  completed,  the  game  must  be  finish- 
ed with  all  the  pieces  as  they  stand  ;  and  even  if  the  su- 
perior player  gives  Checkmate,  he  shall  not  be  allowed  to 
claim  the  victory,  but  it  shall  be  judged  a  drawn  game. 
(Thus  the  inferior  player  has  a  cliance  of  winning,  with 
the  certainty  of  not  losing;  by  way  of  punishing  his  ad- 
versary's forgetfulness.) 

LAW    lit. 

When  the  parties  play  even^  they  draw  lots  for  the  first 


THE    CHESS    PLAYER.  65 


move,  which  is  afterwards  to  be  taken  alternately  ;  but 
should  any  game  be  drawn,  the  player  who  commenced 
that  game  begins  also  the  next ;  a  drawn  game  reckoning 
AS  NO  GAME.  Lots  are  also  to  be  drawn  for  choice  of 
men,  as  to  color,  &c.,  which  men  are  not  to  be  changed 
during  the  sitting.  A  player  giving  odds  has  the  choice 
of  men,  and  is  entitled  to  the  first  move  in  every 
game  ;  unless  otherwise  stipulated. 

REMAHKS. 

It  is  usual,  on  beginning  the  first  game,  for  one  player 
to  take  a  black  Pawn  in  one  hand,  and  a  white  Pawn  in 
the  other;  extending  his  hands  to  his  adversary  for  choice. 
A  gentleman  always  offers  the  courtesy  of  the  move  to  a 
lady.  The  move  is  taken  alternately,  during  each  sitting; 
but  if  a  match  be  made  of  any  given  number  of  games,  the 
move  must  pass,  each  game,  by  turn,  during  that  match, 
without  regard  to  the  number  of  sittings  requisite  to  its 
completion.  Many  persons  have  contracted  the  foolish 
habit  of  preference,  as  to  the  color  of  the  men  with  which 
they  play.  This  makes  it  imperative  that  the  choice  of 
color  should  be  decided  by  lot;  as,  otherwise,  if  both  par- 
ties wanted  the  same  men,  considerable  difficulty  would 
arise.  But  it  is  properly  ruled,  that  each  player  shall  use 
the  same  men  during  the  sitting,  for  to  change  the  color 
every  game,  might  tend  to  confuse  the  faculties  of  the 
mind.  It  is  reasonable  that  the  superior  player  givintr 
odds,  should  always  be  allowed  the  first  move,  as  well  as 
his  choice  of  men,  or  side  of  the  board.  In  giving  the 
Pawn,  the  move  is  almost  always  given  with  it. 

LAW    IV, 

A  player,  giving  the  odds  of  a  piece,  may  give  it  either 
from  the  King's  or  Queen's  side;  but  in  givinfr  the  odds 
of  a  Pawn,  it  is  ahv:»ys  understood,  that  the  King's  Bishop's 
Pawn  is  the  one  to  be  given.  When  a  player  receives  the 
odds  of  a  certain  number  of  moves  at  starting,  he  must 
not,  in  taking  these  moves,  cross  from  his  own  half  of  the 
board. 

6* 


66  TUB    CHESS    PLAYER. 


REMARKS. 

Should  you  give,  for  instance,  the  odds  of  the  Knight, 
without  stipulation,  as  to  which  Knight,  you  are  at  liberty 
to  give  eitlier  the  King's,  or  Queen's  Knight;  and  you  are 
not  compelled  to  allow  the  same  Knight  every  game  dur- 
ing the  sitting,  but  may  choose  each  game,  whicli  Knight 
you  will  give.  '  There  is  little  difference  as  to  the  Knights, 
but  it  is  slightly  better  to  give  the  Queen's  Rook,  than 
the  King's  Rook,  as  the  latter  can  be  sooner  brought  into 
action.  The  odds  of  the  Bishop  are  never  given  ;  I  know 
not  wherefore,  unless  it  arises  Irom  the  difficulty  of  fram- 
ing an  attack,  in  the  commencement  of  the  game,  with- 
out the  two  Bishops.  The  reason  why  the  King's  Bishop's 
Pawn  is  the  one  always  selected  to  be  given,  in  odd,  is, 
that  it  is  of  greater  value  than  either  of  the  others,  from 
the  opening  its  loss  makes  upon  the  King.  To  give  one 
of  the  otlier  Pawns  would  be  less  odds,  and  to  receive  a 
Rook's  Pawn  would  be  hardly  any  odds  at  all.  Were 
you  permitted  to  cross  the  centre  of  the  board,  in  taking 
moves  given  in  advantage,  such  odds  could  not  be  allowed, 
as  you  might  at  once  force  Checkmate.  For  instance,  a 
very  common  description  of  odds  is  the  Pawn,  and  the 
throe  first  moves.  Now,  were  you  at  liberty  to  take  these 
moves  as  you  choose,  you  could  force  Male  at  once,  through 
the  exposure  of  your  adversary's  King.  You  would  only 
have  to  tnovo.  Firstly,  your  King's  Pawn  one  square : 
Secondly,  your  King's  Bishop  to  your  Queen's  third 
square;  and.  Thirdly,  you  would  check  with  Queen,  and 
compel  Mite  ;  for  you  might  take  the  interposed  Knight's 
Pawn,  with  either  Queen,  or  Bishop.  In  trying  these 
three  moves  over,  on  your  board,  remember  to  take  off 
your  adversary's  King's  Bishop's  Pawn. 

LAW    V. 

If  a  player  touch  one  of  his  men,  it  being  his  turn  to 
play,  he  must  move  the  Piece,  or  Pawn,  so  touched  ;  unless 
on  the  first  instant  of  touching  it,  he  say  '*j'aduube." 


THE    CHESS    PLAYER.  67 


REMARKS. 

The  integrity  of  Chess  cannot  be  pre?ervcd,  without  the 
strictest  observance  of  this  very  proper  rule;  which  it  would 
be  as  inexcusable  of  you,  to  suffer  to  be  broken  by  your 
antagonist,  as  by  yourself.  The  "  rationale"  of  it  is,  that 
a  piece  once  touched  must  be  played.  To  provide,  how- 
ever, for  the  contingencies  of  your  merely  touching  a  man 
in  order  to  adjust  it  on  its  square,  or  replacing  apiece 
which  may  have  fallen  down,  you  may  do  so,  without  being 
compelled  to  play  it,  if  you  say  ^'j'adoubc"  on  first  touching 
it;  the  meaning  of  ^'j'adoube',  being,  "  I  arrange,"  or  "  I 
adjust."  Of  course,  when  it  is  not  your  turn  to  play,  you 
may  touch  the  men  with  impunity. 

CASES    op    ILLUSTRATION. 

A,  finds,  after  playing  two  or  three  moves,  that  his  King's 
Knight,  and  Bishop,  are  transposed  in  position  ;  and,  it 
being  his  turn  to  play,  he  touches  the  Knight  without  say- 
ing **j^adoube,"  intending  to  place  it  on  its  proper  square. 
He  may  rectify  the  error,  in  such  case,  without  saying 
"j'adoube." 

B,  oversets  a  piece,  it  being  his  turn  to  play,  and  replaces 
it  on  its  square,  without  saying  '^ j'adoube.'^ — He  musi 
move  the  piece. 

C,  has  to  play,  and  in  snuffing  the  candle,  knocks  hii 
Rook  down  to  the  floor,  with  his  sleeve.  He  picks  it 
up,  without  saying  "j'adoube,"  and  replaces  it.  He  musi 
move  that  Rook,  hard  as  it  apponrs  to  be.  In  al!  cases  ol 
government  by  written  hw,  there  occur  individual  hard 
ships,  which  cannot  be  helped,  but  must  be  considered  ai 
a  tribute,  paid  to  order.  Nothing  can  be  easier  than  to 
acquire  the  habit  of  saying  "j'adoube,"  when  necessary, 
and  a  little  reflection  will  convince  you  of  the  propriety 
of  foliowiniT,  to  the  stricest  letter  of  the  law,  a  rule,  which 
prevents  persons  of  careless  habits  from  touching  half-a- 
dozen  pieces  by  turns,  or  all  at  once,  before  making  their 
move.     Indeed,  were  it  not   for  this  law,   I   believe  some 


THE    CHESS    PLATER. 


people,  while  calculating  their  move,  would  take  off  a  Rook 
or  two,  to  play  with. 

D,  is  to  move,  and  lifts  a  Bishop,  with  the  evident  inten« 
tion  of  selling  it  on  a  certain  square;  then  replaces  it, 
saying  "j'adoiibe,"  and  proceeds  to  play  elsewhere.  He 
certainly  shovld  play  elsewhere,  for  he  should  not  play  with 
me.  The  Bishop  must  of  course  be  moved.  The  expres- 
sion " j'adouhc"  is  not  allowed  to  exonerate  you,  when 
you  touch  a  piece  with  the  bona -fide  intention  of  moving  it. 


If  a  player  touch  his  King,  with  the  intention  of  moving 
him,  and  then  finds  that  the  King  cannot  be  played  without 
going  into  check,  no  penally  can  be  inflicted,  on  his  re- 
placing the  King,  and  moving  elsewhere.  If  also  he  should 
touch  a  man,  which  cannot  be  played  without  placing  his 
King  in  check,  he  must  move  his  King;  but  if  the  King  be 
unable  to  play,  without  going  into  check,  no  penalty  shall 
be  inflicted. 

LAW    VII. 

If  a  player,  when  about  to  move,  touch  one  of  his  adver- 
sary's men,  without  saying  ^'j'afJoube,"  in  the  act  of  touch- 
ing it,  he  must  take  that  piece,  if  it  can  be  taken.  Should 
it  not  be  "en  prise,"  he  must,  by  ivay  of  penally,  move 
his  King  ;  but  if  the  King  cannot  play  without  going  into 
check,  no  penalty  shall  be  inflicted.  In  case  of  being 
compelled  to  move  the  King,  by  way  of  punishment  for  any 
breach  of  the  laws,  you  cannot  castle  on  that  move. 

REMARKS. 

You  should  never,  by  any  chance,  touch  one  of  your 
opponent's  pieces,  except  for  the  purpose  of  taking  it  If 
they  are  misplaced  on  commencing,  or  at  any  lime  require 
adjusting,  you  should  point  out.  such  irregularities,  and 
desire  them  to  be  corrected.  The  observations  suggested 
by  Law  V.  apply  likewise  to  the  present  Regulation,  as  to 
Jhe  manner  in  which  you   may  avail  yourself  of  the  magi- 


THE    CIIKSS    PLAYER.  69 


cal  word  '^j'adoube."  To  move  the  King,  and  to  Castle 
the  King,  are  two  things  ;  the  first  being  a  simple,  the 
second  a  compound  operutiun,  requirnig  tiie  union  of  two 
pieces.  It  is  quite  clear,  theret'ure,  that  when  called  upon 
to  play  the  Knig,  by  way  ol'  penally,  you  must  I'orego  the 
power  of  Castling  ;  and  do  literally  that  which  jou  are 
commanded  to  do — and  to  which  you  have  made  yourself 
liable,  by  a  breach  of  the  Laws. 

LAW    VIII. 

So  long  as  you  retain  your  hold  of  a  piece,  you  may 
move  it,  where  or  how  you  will,  according  to  the  laws  of 
Chess.  But  if  you  once  quit  your  hold,  and  let  your  maa 
go,  the  move  is  made,  and  shall  not  be  recalled. 

REMAUKS. 

This  Regulation  gives  ri.se  to  the  very  unpleasant  cir- 
cumstance, of  players  occasionally  touching  three  or  four 
different  squares,  with  a  man,  biifore  they  have  decided  to 
which  the  piece  shall  be  played.  But  such  is  strictly  the 
law,  and  to  it  we  therefore  bow,  though  it  might  easily  be 
altered  for  the  better,  I  take  this  opportunity  of  pointing 
out  another  practice,  which,  though  legal,  is  extremely 
annoying  and  improper: — I  mean  the  touching  several 
squares  with  the  finger,  while  calculating  a  move.  This 
is  one  of  the  worst  liahils  a  Chessphiyer  can  fall  into  ;— 
useless  to  the  parly  adopting  it,  and  irritating  to  the  nerves 
of  his  antagoni.st. 

LAW    IX, 

Should  you  move  one  of  the  adverse  men,  in  mistake  for 
one  of  your  own,  you  are  compelled,  as  your  opponent  shall 
think  fit,  and  most  to  his  advantage,  either  to  take  the 
piece  you  have  touched,  if  it  be  "en  pri.se" — to  replace  it 
from  whence  you  took  it,  and  move  your  King — or  to  leave 
it  on  the  square  to  which  you  have  played  it. 

REMARKS. 

Your  adversary  has  a  choice  of  three  different  modes  of 
▼isiting  your  carelessness,  and  the  regulation  is  extremely 


70  THE    CHESS   PLAYER. 


useful.  You  are  paying  him  a  poor  compliment,  if  you 
are  so  inattentive,  while  playing,  that  you  mistake  his 
piece  for  your  own,  and  ought  to  be  punished  accordingly. 
The  law  already  quoted,  applies  to  the  present  and  every 
parallel  case,  that  if,  in  carrying  out  the  penalty,  you  are 
required  to  move  your  Kmg,  and  cannot  do  so  without 
gjing  into  check,  that  part  mus^t  be  remitted  You  will 
observe  throughout  this  code  of  Laws,  that  wherever  the 
word  "  piece  "  is  introduced,  it  generally  includes  the 
Pawn  under  that  denomination. 

LAW    X. 

Should  a  player  capture  a  man,  with  one  that  cannot 
take  it  without  making  a  false  move,  he  is  compelled,  at 
the  option  of  his  adversary,  either  to  take  such  piece, 
(should  it  be  "  en  prise,")  with  one  that  can  really  take 
it,  or  to  move  the  piece  touched. 

REMARKS. 

Suppose,  therefore,  you  inadvertently  capture  one  of 
your  adversary's  men  with  a  Rook,  giving  your  Rook  the 
move  of  the  Bishop,  you  must  expiate  the  error  as  here 
stated  ;  your  antagonist  choosing  whether  you  shall  move 
your  Rook,  or  whether  you  shall  take  his  man,  should  it 
be  legally  "  en  prise."  Every  species  of  false  move,  ia 
Chess,  should  incur  a  heavy  penalty  ;  and  this  remark 
equally  applies  to  the  next  regulation, 

LAW  XI. 

Should  you  take  off  one  of  your  own  men,  in  capture, 
by  mistake,  for  one  of  your  adversary's,  you  are  forced  to 
play  either  of  the  two,  as  he  shall  prefer. 

REMARKS. 

Let  us  assume,  by  way  of  example,  that   you   take  off 
one  of  your  own  Bisihops,  with  your  Knight,  unthinkingly 
supposing  the  Bishop  to  be  your  opponent's  ;  you  must,  in 
such    case,   move  either  the  Bishop,  or   Knight,  at    his    '^\ 
pleasure, 


THE    CHESS   PLAYER. 


LAW   XII. 

If  yon  are  guilty  of  playing  a  false  move,  your'adversary 
may  compel  you  either  to  let  such  false  move  stand,  or  to 
replace  it,  and  play  your  King. 

REMARKS. 

To  illustrate  this  law,  in  which,  indeed,  several  of  the 
previous  regulations  merge;  suppose  A,  having  the  move, 
moves  his  Rook  as  if  it  were  a  Knight.  His  antagonist, 
in  this  case  considers  which  of  the  two  modes  of  exacting 
the  penalty  will  be  most  advantageous,  and  chooses  accord- 
ingly j  compelling  A,  either  to  let  the  false  move  stand,  or 
to  replace  the  man  and  move  his  King  instead.  Another 
way  in  which  a  false  move  sometimes  arises,  is  this: — B 
moves  a  man  (say  the  Bishop)  to  a  square  which  is  not  in 
his  proper  line  of  march  but  on  an  adjoining  diagonal. 
The  same  penally  is  exacted  as  in  the  foregoing  case ;  his 
adversary  having  the  option  of  compelling  the  Bishop  to 
remain  on  the  square,  to  which  it  has  been  inadvertently 
played,  or  to  replace  it,  and  move  the  King  instead. 

LAW    XIII 

Should  a  player  move  out  of  his  turn,  (that  is,  twice 
running,)  his  adversary  may  insist  on  both  moves  stand- 
ing. 

REMARKS. 

In  every  sport  practised,  the  mistake  of  the  one  party  is 
the  game  of  the  other,  as  in  the  present  instance.  It  might 
frequently  be  more  to  the  advantage  of  your  opponent  to 
insist,  on  both  moves  remaining,  as  played,  than  to  allow 
you,  as  he  has  the  option  of  doing,  to  retract  the  second 
move. 

LAW   XIT. 

When  a  Pawn  is  moved  two  squares,  it  is  liable  to  be 
-y  taken  "  en  passant,"  by  a  Pawn,  but  not  by  a  piece. 


THE   CIJESS   t>LAY£R. 


RKMARKS. 

This,  and  several  otiier  of  the  Rules,  having  been  uni- 
fornily  given  by  Sakuatt,  and  oilier  writers,  I  repeat  them 
although  quite  unnecessary  ;  it  being  as  much  a  part  of 
the  constitution  of  Chetrs  that  a  Pawn  may  betaktn"en 
passent,"  as  it  is  that  li.e  Queen  shall  not  move  like  the 
Knight,  and  therelbre  ahogelher  useless  to  provide  for 
such  contingency,  in  the  laws  of  the  game.  The  same 
remark  may  he  applied  to  the  law  on  Castling,  which 
ought  to  be  confined  to  a  st;itement  of  the  penalties  ap- 
plicable to  Caslling  illegally,  and  need  not  detail  the 
proper  modes  of  Castling  ;  they  being  pan  of  the  integral 
elements  of  Chess.  A  full  exj»lanation  of  the  teirn  "en 
passent,"  will  be  found  m  my  list  of  technical  phrases. 

LAW    XV. 

If  you  touch  both  King  and  Rook,  intending  to  Castle, 
and  then  play  elsewhere,  you  must  move  one  of  the 
two  pieces,  at  the  option  of  your  adversary. 

LAW    XVI. 

You  shall  not  Castle  in  either  of  the  following  cases: — • 
Firstly,  if  your  King  has  moved  at  any  time  during  the 
game;  secondly,  if  ilie  King  is  at  the  time  in  Check ; 
thirdly,  if  the  Rook,  with  which  you  wish  to  Castle,  has 
been  played  ;  fonrihly,  if  either  of  the  squares  to  which, 
in  Castling,  the  Kmg  must  move,  or  cross  over,  he  com- 
manded by  an  adverse  man;  fifthly,  and  lastly,  if,  in 
Castling,  you  capture  a  piece.  The  penally  for  Castling 
improperly  is,  that  }ou  shall  replace  the  King  and  Rook, 
and  move  whiclisoever  of  the  two  your  antagonist  directs; 
or,  if  more  to  his  advanl.'.ge,  l:e  may  insist  on  the  "  false 
Caslling"  being  left  as  played, 

REMARKS. 

In  castling  there  is  the  double  object"  in  view,  of  pla- 
cing the  King  in  a  more   secure  place  and  bringing  the  ;, 


THE    CHESS    PLAYER.  73 


Castle  immediately  into  play.  I  think  it  necessary  to  ex- 
plain the  law  for  Castling  by  the  following  familiar  exam- 
ples : — 

A,  has  moved  his  King'twice ;  that  is,  once  ou^,  and 
than  home  again:  can  he  Castle? — Certainly  not. 

B's  King  is  checked  by  a  Pawn  ;  is  he  allowed  to 
Castle?  No;  the  King  cannot  Castle,  if  in  check,  at  the 
moment,  of  either  a  piece  or  Pawn. 

C,  has  taken  a  piece  with  his  King's  Rook,  and  has 
then,  on  a  subsequent  move,  retreated  the  Rook  to  his 
proper  square ;  he  cannot,  of  course.  Castle  with  that 
Rook. 

D's  King's  Rook  is  attacked  by  an  adverse  Rook :  may 
he  Castle  with  his  King's  Rook  ? — Yes :  for  the  Rook 
being  "en  prise,"  does  not  affect  any  of  the  conditions  of 
the  law. 

E's  King's  Bishop's  square  is  commanded  by  an  ad- 
verse Bishop  :  may  he  Castle  with  the  King's  Rook  ? — 
Certainly  not;  for  the  King  must  not,  in  Castling,  traverse 
a  square,  on  to  which,  if  he  were  played,  he  would  be  in 
check. 

F's  Queen's  Knight's  square  is  commanded  by  one  of 
the  hostile  Rooks:  may  he  Castle  with  Queen's  Rook  ? 
Yes;  for  though  the  Rook  passes  a  square  under  attack, 
the  King  does  not. 

G,  wishes  to  Castle,  the  space  being]clear  between  King 
and  King's  Rook,  with  the  exception  of  an  adverse  Knight 
standing  on  his  King's  Bishop's  square  :  may  G  take  that 
Knight  with  Rook,  and  Castle  at  the  same  time,  by  play- 
ing King  to  Knight's  square? — No;  you  must  not  take,  in 
Castling. 

I  cannot  pass  over  this  law,  without  noticing  an  impro- 
priety, frequently  committed,  in  touching  the  Rook  before 
the  King,  in  the  act  of  Castling.  When  you  Castle,  first 
move  your  King,  and  then  move  your  Rook  over;  it  being 
the  King  that  Castles,  and  not  the  Rook.  The  conse- 
quence of  being  allowed  to  touch  the  Rook  first,  is,  that 

7 


74  THE    CHESS    PLAYER. 


the  player  is  not  compelled  to  Castle,  until  he  has  let  go 
of  llie  Rook,  or  touched  the  King;  but  may  move  the 
Rook  instead,  if  he  thuik  fit.  It  is  the  custom^  and  there- 
fore legal,  to  touch  them  indiscriminately;  but  commoD 
sense  would  suggest  the  reform  of  this  bad  habit. 

LAW    XVII. 

When  a  player  gives  the  odds  of  the  Rook,  he  may 
Castle  ou  that  side  of  the  board,  from  which  he  has  taken 
off  the  Rook. 

REMABKS. 

Should  you  have  given  the  Queen's  Rook,  you  may 
Castle  on  the  Queen's  side,  provided  the  other  conditions 
are  observed,  as  if  your  Queen's  Rook  were  on  the  board; 
that  is  to  say,  you  play  your  King,  at  a  leap,  to  the 
Queen's  Bishop's  square.  The  rationale  of  this  regulation 
is,  that  when  you  undertook  to  give  the  Rook,  you  did  not 
agree  to  waive  any  of  the  privileges  belonging  to  your 
King  ;  and,  as  1  before  observed,  it  is  the  Knig  which  is 
supposed  to  Castle,  and  not  the  Rook. 

A,  has  given  the  Queen's  Rook,  and  has  no  piece  on  his 
Queen's  side,  but  an  adverse  Bishop  stands  on  his  Queen's 
Rook's  square:  may  he  Castle,  by  leaping  King  to  Queen's 
Bishop's  square? — No;  it  would  be  contrary  to  the  spirit 
of  the  rule,  which  assumes,  as  a  species  of  legal  fiction, 
that  the  Queen's  Rook  is  on  the  board. 

LAW    XVIII. 

When  you  give  check,  you  must  always  apprise  your  ad- 
Tersary  thereof,  by  saying  "Check:"  or  he  is  not  com- 
pelled to  notice  it,  but  may  move  as  if  you  had  not  given 
check.  After  this  omission,  should  the  King  remain  in 
check  for  one  or  more  moves,  and  should  you  then  per- 
ceive it,  and  cry  "  Check,"  at  the  same  time  attacking 
one  of  his  pieces,  you  cannot  take  such  piece  ;  for  all 
moves  tliat  have  been  played  since  you  first  checked  his 
King,  must  be  recalled  on  both  sides,  and  provision  made 
for  the  original  check. 


THE    CHESS    PLATER.  75 


REMARKS. 

Yon  are  not  to  say  *'  Clieck,"  when  you  attack  the 
dueeii,  allhouffh  they  do  so  in  France  ;  indeed,  it  appears 
to  me  that  it  would  be  a  slight  improvement  on  our  cus- 
tom, to  abrogate  the  use  of  the  word  "  Check,"  when 
applied  to  tlie  King.  This  word  is  ahnost  the  only  excep- 
tion to  the  total  silence  in  which  Chess  is  played,  for  the 
fatal  "Checkmate"  is  not  uttered,  until  the  game  is  over; 
and  as  checking  is  nothing  more  than  attacking,  1  do  not 
see  why  we  should  point  it  out,  any  more  than  we  should 
an  attack  upon  any  other  piece.  It  ought  to  be  incum- 
bent upon  a  player,  to  look  out  for  himself  in  this  respect; 
and  if  he  does  not  provide  for  a  check,  he  ought  to  smart 
for  his  carelessness.  Of  course,  this  is  only  my  individ- 
ual opinion,  and  I  give  it  with  great  diffidence.  As  the 
law  stands,  you  must  always  cry  "Check,"  when  you 
attack  the  King.  Should  your  adversary  forget  to  say 
"  Check,"  and  you  perceive  the  omission,  it  is  uncourtQ- 
ous  to  attempt  availing  yourself  of  tiie  inadvertency. 

LAW    XIX. 

Should  you  discover  your  King  to  be  in  Check,  and  to 
have  remained  so,  during  two  or  more  moves,  without 
your  being  able  to  recollect  how  it  originated,  you  are  at 
liberty  to  retract  your  last  move,  and  provide  for  the 
check. 

REMARKS. 

This  rule  might  be  consolidated  with  Law  XVIII,  of 
which  it  is  part  and  parcel.  The  case  cannot  well  hapr 
pen,  except  to  a  beginner  ;  but  the  same  thing  may  be 
said  of  the  application  of  most  of  the  rules.  Good  players 
seldom  need  to  refer  to  them. 

LAW    XX. 

Should  your  adversary  say  "Check,"  without  really 
giving  check,  and  should  you,  in  consequence,  have  pro- 
vided for  the  check,  you  may  retract  your  move,  provided 
you  discuver  the  error,  before  your  antagonist  has  mad© 
his  next  move.  -  "^  _ 


76 


THE    CHESS    PLAYER. 


REMARKS. 

The  case  must  be  of  rare  occurrence  indeed,  in  which 
the  one  player  fancies  he  gives  check,  and  the  other  fan- 
cies the  receipt  thereof,  without  such  check  being  actually 
given.  It  is  not  unusual  for  a  player  to  say  "  Check," 
intending  to  check  ;  and  then,  changing  nis  mind,  to  play 
elsewhere.  There  is  no  penalty,  in  this  case,  incurred  by 
saying  "  Check,"  provided  you  have  not  touched  the  man 
with  which  you  intended  to  check  ;  but  I  class  it  as  an 
impropriety,  to  utter  the  word  "  Check,"  until  you  have 
so  far  committed  yourself,  that  you  are  compelled  to  give 
it. 

LAW  XX r. 
A  Pawn  advanced  to  the  eighth  square,  or  extreme  rank 
of  the  board,  shall  be  replaced  by  any  piece  chosen  by  the 
propreitor  of  the  Pawn.  The  phiyer  may  thus  demand  a 
second  dueen,  a  third  Knight,  or  any  other  piece  he  pre- 
fers. 

REMARKS. 

The  rule,  fifty  years  back,  used  to  be,  that  you  could 
only  demand,  for  your  Pawn,  any  piece  you  might  have 
lost;  but,  for  the  last  thirty  years,  the  law  has  stood  as 
above  quoted.  No  human  institution  can  be  perfect ;  and 
there  certainly  appears  to  be  an  anomaly  in  the  permission 
to  have  a  plurality  of  Queens,  Bishops,  &/C.  If  the  case 
were  of  frequent  occurrence,  the  manufactures  of  Chess- 
men would  do  well  to  provide  for  the  contingency,  by 
furnishing  an  extra  Que-en  for  each  set.  On  the  other 
hand,  it  was  much  more  inconsistent  with  the  spirit  of 
Chess,  to  provide  nothing  for  tiie  circumstance  of  a  Pawn's 
advancing  to  the  eighth  square,  before  the  loss  of  any 
piece  whatever.  In  this  case,  the  ancients  kept  the  said 
Pawn  in  a  state  of  happy  inactivity,  until  the  loss  of  a  su- 
perior piece  allowed  it  to  be  put  in  commission.  It  is 
almost  needless  to  say,  that  the  constitution  of  the  game 
will  not  permit  your  demanding  a  second  King;  nor  may 
you  call  for  a  Pawn,  and  replace  it  at  the  starting  post, 


THE    CHESS    PLAYER.  77 


On  your  Pawn's  reaching  the  goal,  you  must  replace  it 
with  a  piece,  before  your  advers.iry  moves,  or  he  may  take 
it  off  the  board  as  forfeited.  Should  you  have  lost  uo 
piece,  you  may  still  demand  a  ducen,  Knight,  &c.  for 
your  Pawn.  As  the  law  now  stands,  a  player  may  call 
for  a  third  Bishop  for  his  Pawn ;  his  two  Bishops  being 
still  on  the  board.  This  would  present  a  curious  appear- 
ance, as  two  of  the  Bishops  must  then  run  on  the  same 
colored  diagonal ;  and  the  having  two  Queens  would  seem 
more  in  keeping  with  the  character  of  Clioss.  It  is,  I 
admit,  just  possible,  that  in  calling  for  the  Q,ueen,  you 
might  give  Stalemate  ;  which  might  be  avoided  in  de- 
manding the  third  Bishop.  Further  remarks  on  this  law, 
will  be  found  in  another  part  of  this  volume. 

LAW  ZXII. 

Stalemate  as  a  Drawn  Game. 

REMARKS. 

As  Checkmate  constitutes  a  won  game,  so  Stalemate 
constitutes  a  drawn  game.  The  rule  was,  formerly,  that 
the  player  giving  Stalemate  lost  the  game.  This  was 
grossly  absurd,  and  very  inferior  to  the  law  now  universal- 
ly adopted.  A  full  explanation  of  what  is  Stalemate,  is 
given  in  the  preceding  pages. 

LAW    XXIII. 

If  a  player  engage  to  win  any  particular  game,  or 
position,  and  his  opponent  succeed  in  drawing  such  game 
or  position,  e:t  ler  by  Stalemate  or  otherwise,  the  player 
first  mentioned  shall   be  adjudged  to  have  lost  the  game. 

REMARKS. 

It  frequently  hnppens,  that  a  player  undertakes  to  win 
two  or  more  games  running;  and  this  being  the  case 
should  his  adversary  draw  one  of  the  games,  the  player 
loses,  since  he  has  not  succeded  in  fulfilling  his  engage- 
ment. Tliere  is  no  clash  between  this  regulation,  and  the 
7* 


78  THE    CHESS    PLAYER. 


law  which  declares  a  drawn  game  to  be  no  game  ;  as  such 
law  applies  only  to  the  usual  modes  of  play,  and  not  to 
cases,  m  which  there  exists  a  special  contract. 

A,  says,  after  losing  the  game,  "If  you  will  allow  me 
to  replace  the  men,  at  such  a  stage,  I  will  wMn  the  game." 
B,  consents  ;  the  position  is  arranged  ;  and  on  playing  it 
out,  B,  draws  the  game.  Here  A,  is  adjudged  to  have 
lost  the  game,  since  he  has  broken  his  contract. 

LAW    XXIV. 

Should  you  fail  to  give  Checkmate  in  fifty  moves,  in 
either  of  the  following  cases  of  superiority  of  force,  as  well 
as  in  analogous  positions,  the  game  is  drawn: — King  and 
Q,ueen,  against  King;  King  and  Rook,  against  King; 
King  and  two  Bishops,  against  King  ;  King,  Bishop,  and 
Knight,  against  King;  King,  Rook,  and  Bishop,  against 
King:  King  and  Queen,  against  Kins  and  Rook — or 
against  Bishop,  or  Knight ;  King  and  Rook,  against  King 
and  Knight ;  &-c.  Should  you,  however,  have  undertaken 
to  Checkmate  with  any  particular  piece,  or  Pawn — or  on 
any  specified  square — or  to  compel  your  adversary  to  give 
you  Checkmate,  or  Stalemate, — in  all  such  cases,  you  are 
not  restricted  to  any  given  number  of  moves. 

REMARKS- 

This  law  is  wisely  framed,  in  order  to  prevent  a  player, 
ignorant  of  the  mechanical  modes  by  which  certain  quan- 
tities of  power  can  win  by  their  nature,  from  tiring  out  his 
adversary  by  vain  and  endless  trials.  As  in  every  other 
case  in  vvliich  the  number  of  moves  is  specified,  the  moves 
must  be  filly  on  eacii  side;  and  they  must  be  reckoned 
from  that  point,  atwhicii  your  opponent  gives  notice  that 
he  insists  on  their  being  computed.  You  may  also  insist 
on  counting  out  the  fifty  moves,  in  cases  of  perpetual 
check,  or  reiterated  attacks  uiiich  compel  you  to  play  the 
same  forced  moves  in  answer.  Should  you  be  left  with 
the  King,  and  some  Pawns  only,  you  are  justified  in  reckon- 
ing the  fifty  moves,  if  your  'opponent  persist    in  manoeu- 


THE    CHESS   l^LAYEIt.  7^ 


veringonly  his  King.  Numerousothercases  arise,  id  which 
a  player  is  right  in  demanding  tiie  application  of  the  rale  | 
and  there  are  also  many  position:*,  in  which  it  would  be 
exceedingly  difficult  to  <lecide  whether  it  ia  applicable  or 
no.  It  can  never,  however,  be  difficult  to  catch  the  spirit 
of  this  law  :  and  when  you  find  that  to  be  against  you, 
courtesy  will  suggest  that  you  should  immediately  give 
way  ;  since,  in  a  game  practised  for  recreation,  whenever 
there  arises  a  balance  of  claims,  judgment  should  be  given 
for  the  weaker  party. 

LAW    XXV. 

Whatsoever  irregularity  may  have  been  committed  by 
your  adversary,  you  cannot  demand  the  infiiction  of  any 
penalty,  if  you  have  subsequently  moved,  or  touched  any 
of  th€  men. 

REMARKS. 

This  regulation  applies  to  false  moves,  as  well  as  to 
analogous  improprieties.  As  the  proverb  says,  "  Let  by- 
gones be  by-gones."  If  your  antagonist  touch  one  of  his 
men,  wiihout  playing  it,  or  Castle  illegally,  you  must  no- 
tice it  at  the  time,  or  you  cannot  inflict  a  penalty.  You 
will  easily  reconcile  this  law,  with  such  rules  as  relate  to 
the  King's  being  discovered  to  have  been  in  check,  for 
one  or  more  moves,  &.c. 

LAW    XXVI. 

Every  dispute  as  to  the  laws  of  the  game,  shall  be  refer- 
red to  a  third  party  ;  whose  decision  must  be  received  as 
final. 

REMARKS. 

The  laws  cannot  provide  for  every  ca^e  which  may  arise, 
and  disputes  will  occasionally  occur  even  among  the  fiiist 
class  of  players.  It  is  the  best  way  to  refer  similar  mat- 
ters to  the  by-sianders,  and  to  agree  that  their  decision 
shall  be  considered  binding  ;  or,  should  you  prefer  so  doing, 
agree  upon  a  written  statement  of  the  ca?e,  and  submit  il; 
to  a  third  parly  of  acknowledged  skill  in  the  game.    When 


THE    CHESS   PLAYER. 


the  decision  is  once  given,  never  revive  the  matter,  should 
it  go  against  you,  but  acquiesce  with  the  best  grace  you 
may.  Of  course,  you  may  still  consider  yourself  in  the 
right,  but  do  not  say  so.  Be  a  victim  in  your  own  mind, 
and  bear  the  honors  of  martyrdom  meekly. 


CHAPTER  X. 

ON    THE    BEST    METHOD    OF    OPENING    THE    GAME. 

There  are  certain  pnrts  of  Chess  which  may  be  acqui- 
red almost  by  theory  alone;  I  mean  the  beginnings,  and 
many  of  the  endings  of  games.  On  these,  Chess  may  be 
said  to  be  built.  'I'lieory,  however,  fails  you  in  an  intri- 
cate combination  of  the  pieces,  and  you  are  then  thrown 
on  your  own  practical  resources,  arising  from  experience 
and  aptitude.  By  a  proper  knowledge  of  the  best  methods 
of  beginning  the  game,  you  get  all  your  pieces  into  play, 
and  frequently  can  force  a  checkmate,  or  at  least  win  a 
piece,  while  your  adversary's  men  are  not  half  of  them 
brought  out.  I  proceed  to  give  a  brief  summary  of  the 
chief  openings  which  I  recommend  to  the  adoption  of 
beginners. 

THE    king's    knight's    OPENING. 

(So  called,  because  the  first  player  places  his  King's 
Knight  at  Kmg's  Bishop's  third  square,  on  the  second 
move.) 

VVIiite.  Black. 

1.  King's  Pawn,  2  squares.     1.  King's  Pawn,  2  squares. 

As  no  piece  but  the  Knicrht  can  move,  in  the  original 
position  of  the  men,  the  first  care  on  both  sides,  is  to  ad- 
vance the  King's  Pawn  two  squares.  Ifyouask,  why 
this  Pawn  should  rather  be  moved  than  any  other,  I  reply, 
that,  upon  examination,  you  will  find  you  liberate  your 
men  more,  by  pi  lying  one  ofthe  centre  Pawns,  than  either 
of  the  others;  and,  ofthe  two,  it  is  better  to  move  the 
King's  Pawn,  than  the  Queen's  Pawn,  first. 

2.  King's  Knight  to  King's  Bishop's  third  square. 


THE    CHESS    PLAYER.  81 


The  Knights  should  be  brought  out  early,  and  you  at 
once  attack  Black's  King's  Pawn,  which,  were  he  to  neg- 
lect defending,  you  would  take  with  Knight. 

2.  Clueen's  Knight  to  Queen's  Bishop's  third  square. 

This  is  the   best  mode  of  defending  the  King's  Pawn 
against  the  attack  of  your  Knight. 
3.  K.  Bishop  to  a.  B.  4th  sq.     3.  K.  Bishop  to  Q.  B.  4th. 

It  is  mostly  good  play  to  place  this  Bishop,  here,  early 
in  the  game.  White  is  now  prepared  to  castle  with  King's 
Rook,  should  you  think  it  necessary. 

4.  Queen's  Bishop's  Pawn  moves  one  square. 

This  is  preparatory  to  advancing  Queen's  Pawn  2  sq. 
4.  King's  Knight  to  B.  third. 

I  consider  this  to  be  the  best  move  for  the  defence.  It 
has  been  customary  to  prefer  Q.  P.  one  square,  but  the 
latter  inevitably  leads  to  a  crowded  game. 

5.  Q.  P.  two  sq.  5.  Pawn  takes  P. 

6.  King's  P.  advances.  6.  Queen's  P.  two  sq. 

7.  K.  B.  to  Q  Kt.  fifth.  7.  K.  Kt.  to  K.  fifth. 

The  variations  on  all  these  moves  are  infinite,  and  our 
limits  will  not  allow  of  notes  on  every  move;  nor  should  I 
wish  to  offer,  what  might  be  tedious,  till  you  have  had 
some  fujiher  practice.  This  opening  is  called  in  Italy, 
"il  Giuoco  Piano." 

8.  Kt.  takes  Q.  P. 

This  is  better  than  taking  Pawn  with  Q.  B.  Pawn. 
8.  Bishop  takes  Kt. 

9.  Pawn  takes  Bishop.         9.  Q.  B.  to  Queen's  second. 

The  opening  is  about  equal.  White's  game  would  per- 
haps be  taken  for  choice,  but  I  confess,  that  if  the  second 
player  move  K.  P.  two,  as  his  first  move,  I  can  never  find 
that  he  "  comes  out "  of  the  openings,  so  well  in  any  other 
manner  of  play,  as  in  this. 


83  THE    CHESS    PLAYEU. 


THE    KING  S    BISHOPS    OPENING. 

(So  called,  because  the  first  player  places  his  King's 
Bishop  at  Q,.  B.  fourth  square,  on  the  second  move.) 

Black.  White. 

1.  K.  P.  two  ?q.  1.  K.  P.  two  .^q. 

2.  K.  B.  toQ.B.  fourth.  %  K.  B.  to  Q.  B.  fourth. 

3.  Q,.  B.  P.  one  sq.  3.  Q.  to  Kuig's  second. 

4.  Q,.  P.  one  sq.  4.  Q,.  P.  one  t-q. 

5.  K.  Kt.  to  B.  third.  5.  K.  Kt.  to  B.  third. 
Each  party  m;iy  now  Castle  with   his  King's  Rook,  and 

the  opening  is  equal. 

THE    QUEEn's-PAWN-TWO    OPENING. 

This  game  springs  out  of  the  King's  Knight's  opening. 
White.  Black. 

1.  K.  P.  two  sq.  1.  V.  P.  two  ?q. 

2.  K.  Kt.  to  B.  third.  2.  a.  Kt.  to  B.  third. 

3.  Queen's  P.  two,  3.  Kt.  takes  P.  (best.)  , 

4.  Kt.  take.s  Kt.  4.  P.  takes  Kt. 

5.  Q.  fakes  P.  5.   K.  Kt.  to  K.  second. 

6.  K.  B.  to  Q.  B.  fourth.  6.  Kt.  to  Q.  B.  third. 

The  openinw-  is  about  equal.  Black  takes  Pawn  with 
Kt.  at  the  tliird  m  ive,  n<  t  caring  for  the  exchange  of 
Knights.  I  always  recommend  beginners  to  exchange  off 
the  pieces  as  mucli  as  po.'ssible;  it  conduces  to  a  good 
style  of  play,  and  is,  therefore,  preferable  to  the  timidity 
we  frequenily  see  in  young  players.  I  mean,  of  course^ 
this  remark  to  apply  solely  to  beginners. 

C.VPTAIN    EVANs's    OPENING, 

WJiite.  Black. 

1.  K.  P.  two  ?(].  1.  K.  P.  two  .«q. 

2.  K.  Kr.  to  B.  third.  2.  a.  Kt.  to  B.  third. 

3.  K.  B.  to  a  B  fourth.  3.  Q.  B.  to.  Q.  B.  fourth. 

4.  Q.  Kt.   P.  TWO    SQUARES. 


TUB    CIIE8S   FLAYERt  83 


This  move  was  invented  by  my  frieiuJ,  Cnpt.  W,  D. 
Evans,  of  iMiHbrd,  in  Wales,  wliose  iiaine  is  llicrefore 
given  to  the  opt-iiing,  by  Clicss-players.  reilia|)S  no  other 
mode  of  coindiuiiciiig  llie  battle  is  now  so  tasiiioiiable  as 
this;  certainly  noin^  is  more  pi  lyed.  The  idea  of  sacrific- 
ing the  Pawn,  winch  you  see  Black  may  take  lor  nothing, 
is  highly  ingenious  ;  and  it  never  fails  to  make  a  brilliant 
game.  You  lose  a  Pawii  for  a  time,  but  you  expeud  it  in 
the  purchase  of  several  advantages  ;  ex.  gr. 

1.  The  Q,  Kt.  Pawn  attacks  the  Bishop,  and  White 
must  therefore  get  rid  of  the  attack,  without  remaining 
quiescent.  11"  he  retreat  Bishop,  he  clearly  gives  away 
the  attack,  and  his  best  move  is  to  take  the  Pawn  with 
Bishop. 

2.  By  sacrificing  this  Pawn,  you  open  two  most  impor- 
tant squires  f()r  your  Clueen's  Bishop;  viz.  the  Queen's 
Rook's  third,  and  Queen's  Knight's  second. 

3.  The  Queen's  Knight's  Pawn  is  one  of  the  least 
valuable,  and  the  loss  is  therefore  felt  less  than  it  other- 
wise would  be. 

4.  On  Black's  taking  the  Pawn  with  Bishop,  you  gain 
a  certain  attack;  for  you  immediately  move  Q.  B.  P.  one, 
and  are  then  prepared,  after  Castling,  to  play  Queen's 
Pawn  two. 

5.  You  draw  Black's  Bishop  ofT  the  strong  diagonal, 
and,  in  some  cases,  are  consequently  able  to  advance 
K.  B.  P.  two  squares,  immediately  after  Castling. 

Whether  these  and  other  collateral  advantages  afford  a 
fair  compen^^ation  for  the  Pawn,  is  a  question  I  should 
answer  in  the  affirmative:  though  with  the  best  possible 
play,  on  l)oth  sides,  Black  ought  decidedly  to  win  the 
game.  At  any  rate,  it  is  quite  as  safe  to  give  up  this 
Pawn,  as  to  give  up  the  King's  Bishop's  Pawn  in  the 
Gambit. 

This  opening  may  be  varied,  by  the  first  player's  intro- 
ducing "  the  Evans  move"  in  a  difTereut  manner  ,*  thus  : 


84  THE    CHESS    PLAYER. 


1.  K.  P.  two  sq.  1.  The  same. 

3.  K.  B.  to  a.  B.  fourth.         2.  The  same. 

3.    Q.  Kt.  P.  TWO    SQUARES,  &,C. 

In  a  larger  Treatise  on  Chess,  I  have  given  an  analysis 
of  this  favorite  Opening,  in  many  new  and  curious  varia- 
tions ;  including  all  the  best  methods  of  play,  both  for  the 
attack  and  defence. 

ON    THE    KINO'S-PAWN-ONE    OPENING. 

White.  Black. 

1.  K.  P.  two  sq.  1.  K.  P.  one  sq. 

This  move  constitutes  the  King's  P.-one  Opening  ;  the 
same  result  is  obtained  by  Black's  here  playing  Queen's 
Bishop's  P.  two,  and  following  that  move,  by  bringing  out 
Queen's  Knight,  and  moving  subsequently  K.  P.  one.  It 
is  an  opening  recommended  to  you  to  play  but  seldom, 
since  it  rarely  leads  to  an  interesting  or  brilliant  game ; 
though  certamly  the  safest  of  any  existing,  for  the  second 
player.     The  following  are  frequently  the  next  moves  : — 

2.  K.  B.  P.  two.  2.  Q.  P.  two. 

3.  K.  B.  advance.  3.  Q,,  B.  P.  two. 

4.  K.  Kt.  to  B.  third.  4.  Q,.  Kt.  to  B.  third. 

5.  a  B.  P.  one.  5.  a.  P.  one,  &c. 

ON    THE    GAMBIT. 

In  this  Opening,  the  Bishop's  Pawn  is  sacrificed  the 
second  move,  to  ensure  the  acquirement  of  an  attacking 
position  in  return.  The  term  "Gambit"  is  derived  from 
the  Italian.  There  are  both  the  Q,ueen's,  and  King's 
Gambits  ;  we  will  first  give  the  leading  moves  of  the  form- 
er. 

ON    THE    queen's    GAMBIT. 

Wfiite.  Black. 

1.  Q,.  P.  two  sq.  1.  Q,.  P.  two  sq. 

2.  a.  B.  P.  two  sq.  2.  Pawn  takes  P. 

3.  K.  P. — You  afterwards  regain  the  Pawn,  and  the 
position  becomes  even.       Black's  best  play  is,  to  give  up 


THE   CHESS   PLAYER.  OS 


the  Pawn  at  once,  and  not  to  attempt  defending  it.  In 
playing  the  Gambit  (either  dueen's  or  King's,)  the  adverse 
Pawn,  which  has  taken  your  Bishop's  Pawn,  is  called, 
throughout  the  game,  the  Gambit  Pawn. 

ON   THE    king's    GAMBIT.      - 

White  Black. 

1.  K.  P.  two  sq.  1.  K.  P.  twosq. 

2.  K.  B.  P.  two  sq.  2.  P.  takes  P. 

The  King's  Gambit  is  subdivided  into  many  branches, 
of  which  I  only  notice  the  chief.  If  you  now  play  your 
K.  B.  to  Q,.  B.  fourth,  it  becomes  the  Bishop's  Gambit.  If 
on  the  other  hand,  you  play  your  K.  Kt.  now  to  K.  B. 
third,  it  either  constitutes  the  King's  Knight's  Gambit,  or, 
by  changing  the  after  play,  may  become  the  Cunningham 
Gambit,  the  Salvio  Gambit,  the  Aiigaier  Gambit,  or  the 
Muzio  Gambit;  which  last  is  the  finest  Gambit  Opening 
ever  invented.  A  knowledge  of  the  Gambit  Opening  is 
superfluous  to  the  beginner. 

WHAT    IS    fool's   mate. 

On  beginning  the  game,  supposing  the  worst  possible 
moves  to  be  made,  Checkmate  may  be  given  in  two  moves ; 
and  this  opening  has  been  therefore  termed  Fool's  Mate, 
to  mark  the  extreme  folly  of  the  party  thus  easily  Mated. 
The  following  are  the  moves  in  question: 

White.  Black. 

1.  K.  Kt.  P.  two  sq. — The  moving  this  Pawn    frees  the 

Bishop  in  some  measure,  but  liberates  none  of  the 
other  Pieces;  it  is  therefore,  very  inferior  to  beginning 
with  one  of  the  centre  Pawns. 

1.  King's  P.  two. 

2.  K.  B.  P.  one  square.  2.  dueen  Mates ! 

There  are  several  other  ways  in  which  these  two  first 
moves  may  be  taken  ;  as  White  may  begin  by  moving  K. 
B.  P.  instead  of  K.  Kt.  P.  &c.  Black  gives  the  Mate  by 

8 


86  THE    CHESS   PLAYERi 


placing  Queen  at.  his  King's  Rook's  fifth.  "When  the 
square  is  not  named  in  my  Chess-books,  the  omission  is  on 
purpose,  to  oblige  you  to  exercise  your  wits,  in  finding  it 
out. 

WHAT    IS    scholar's    MATE. 

This  is  a  mode  of  beginning  the  game,  in  which  yonr 
adversary  allows  you  to  Checkmate  in  as  few  as  four  moves, 
by  combining  your  Queen  and  King's  Bishop  in  an  attack, 
overlooked  by  him,  on  his  King's  Bishop's  Pawn.  Scholar's 
Mate  may  be  given  several  ways,  and  frequently  occurs, 
playing  against  a  beginner.  In  this  respect,  it  differs 
from  Fool's  Mate,  which  I  believe  never  yet  actually  arose 
in  play. 

White.  Black. 

1.  K.  P.  two  sq.  1.  K.  P.  two  sq. 

2.  K.  B.  to  a.  B.  fourth.         2.  K.  B.  to  Q.  B.  fourth. 

3.  Q.  to  K.  R  fifth.  3.  Q.  Pawn  one  sq. 

4.  Q.  takes  K.  B.  P.  and  thus  gives  Scholar's  Mate. 

On  your  moving  Queen  to  your  Rook's  fifth,  Black  was 
BO  eager  to  defend  his  King's  Pawn,  that  he  overlooked  the 
possibility  of  your  giving  Checkmate.  Had  he,  on  the 
third  move,  brought  out  Queen's  Kt.  or  played  K.  Kt.  to 
K.  B.  third,  the  result  would  have  been  similar.  Examine 
these  moves  for  yourself.  When  he  played  the  Queen's 
Pawn,  he  ought,  instead  to  have  moved  his  Queen: — why 
and  wherefore?     Examine  for  yourself. 

I  cannot  dismiss  this  chapter,  without  advising  begin- 
ners, rather  to  attempt  acting  upon  the  general  principles 
of  the  foregoing  openings,  than  to  perplex  themselves,  by 
following  them  to  the  letter.  Move  the  centre  Pawns 
cautiously,  nnd  bring  out  the  two  Bishops  and  two  Knights 
as  early  in  the  game  as  possible.  Then  play  the  Queen 
to  a  commanding  position,  but  beware  of  moving  her  ma- 
jesty prematurely.  Generally  speaking.  Castle  on  the 
King's  side,  as  quickly  as  may  be;  and  do  not,  without 
strong  necessity,  advance   the   Pawns  which  screen  your 


THB    CHESS    PLAYEB.  87 


King  after  Castling.  Never  think  of  attacking,  till  yoar 
troops  are  thus  drawn  out,  and  then  offer  your  men  to  be 
exchanged  freely. 


CHAPTER  XL 

GAMES   THAT    HAVE    BEEN    ACTUALLY    PLAYED,    BY 
FIRST-RATE    PLAYERS  ;    WITH    NOTES. 

GAME  I. 

Won  by  the  late  Mr.  M'Donnell,  the  first  English  player, 
of  M.  C.  L.  de  la  Bourdonnais,  the  first  player  in  France, 
if  not  in  Europe. 

White.  Black. 

1.  K.  P.  two  squares.  1.  K.  P.  two  squares. 

2.  K.  Kt.  to  B.  third.  2.  a.  Kt.  to  B.  third. 

3.  K.  B.  to  a.  B.  fourth.  3.  K.  B.  to  Q.  B.  fourth. 

4.  Q,.  Kt.  P.  two  sq. — The  game  is  now  resolved  into  Cap. 

TAIN  Evans's  Opening;  some  notice  of  which  I  have 
already  given.  4.  B.  takes  Q..  Kt.  P. 

5.  Q,.  B.  P.  one  sq.  5.  B.  to  a.  R.  fourth.— By 

retreating  Bishop  to  this  square,  Black  prevents  your 
immediately  advancing  Queen's  Pawn  two.  Examine 
for  yourself,  wherefore;  and  observe,  that  when  I  say 
on  this,  or  other  occasions,  "You  are  prevented,"  or 
"  You  cannot  do  so-and-so,"  my  meaning  frequently 
is,  that  you  are  not  literally  prevented,  but  that,  were 
you  to  do  so,  it  would  entail  some  disaster  on  you. 

6.  King  Castles.  6.  K.  B.  to  a.  Kt.  third.— 

Black  retreats  his  Bishop  to  a  place  of  safety. 

7.  d,  P.  two  sq. — Opening  the  field  to  your  men,  and  not 

endangering  a  Pawn;  for  if  the  Q,.  P.  be  taken,  you 
will  take  again,  with  your  Q,.  B.  P.  Beginners  can- 
not exchange  their  Pawns  and  pieces  too  freely ;  it 
prepares  them  for  the  acquirement  of  a  bold  style  of 
play  7.  P.  takes  P.  (best.) 

8.  Q.  B.  P.  takes  P.  8,  Q.  P,  one  s<j, 


88  THE    CHESS    PLAYER. 


9.  K.  R.  P.  one  sq. — In  order  to  prevent  Black's  playing 

d.  B.  to  K.  Kt.  fifth.  It  is  a  maxim  among  writers, 
carried  I  suspect,  a  little  too  far,  that  to  play  the 
Rook's  Pawn  thus  early  in  the  game,  is  mostly  bad 
play.  For  "  mostly,"  we  should  read,  I  believe,  "sel- 
dom." 

9.  K.  Kt.  to  B.   third.— In 
order  to  make  ready  for  Castling. 

10.  K.  P.  one  sq. — You  attack  the  Knight,  ivhich  it  would 

be  bad  play  to  remove.        10.  Q.  P.  takes  P. 

11.  d.  B.  to  Q,.  R.  third. — You   submit  to  the  loss  of  a 

second  Pawn,  in  order  to  place  the  Bishop  so  as  to  pre- 
vent your  opponent  from  Castling.  11.  K.  B.  takes 
P. — Black  has  now  won  three  of  your  Pawns,  and 
threatens  to  take  Rook.  But  you  have,  by  far,  the 
most  attacking  situation;  nearly  the  whole  board 
being  open  to  the  action  of  the  White  pieces. 

12.  Q.  to  Q.  Kt.  third. — This  is  a  most  skilful  move;  for 
if  Black  were,  incautiously,  to  capture  Rook,  you 
would  give  Checkmate,  by  first  taking  K.  B.  P.  with 
Bishop,  and  then  playing  Q,.  to  K.  sixth.  Try  these 
moves  over.  12.  Q..  to  Q,.  second. — ■ 
Black  brings  out  the  Queen,  so  as  to  guard  K.  B.  P.; 
for,  were  you  now  to  take  it  with  Bishop,  the  Queen 
would,  in  return,  take  your  B. 

13.  K.  Kt.  to  Kt.  fifth. — You  thus  bring  a  third  piece  to  the 
attack  of  K|3.|P.;  and  to  lake  R.,  would  loose'  him  the 
game,  as  in  the  subjoined  variation.  (*) 

13.  Q.  Kt.  to  a.— Black 
supports  K.  B.  P.  with  a  third  piece;  you  will  not, 
therefore,  be  able,  immediately,  to  take  it. 

14.  Q,.  Kt.  to  B.  third. — Proceeding  to  get  all  the  force  you 

(«)  13.  B.  takes  R. 

14.  K.  B.  takes  P.  ch.  14.  K.  to  Q.  (must.) 

15.  Kt.  checks.  15.  The     Queen     must     take 

Knight  to  avoid  Mate,  and  as  you  retake  Q.  with'B.  you  gain 
an  advantage  which  ought  to  ensure  your  wiauing  the 
game. 


THE    CHESS   PLAYER.  89 


can  to  bear  upon  the  enemy.  By  this  move,  you  libe- 
rate Q..  R. :  aud  it  would  do  BJack  no  service,  to  take 
Q.  Knight.'  14.   Q.  B.   P.  two   sq.— 

Black  plays  up  this  Pawn,  to  shut  out  the  attack  of 
your  Q,.  B.  The  move  is  not  good ;  but  it  would  be 
difficult  to  find  a  good  move  for  him,  in  a  position  of 
such  restraint. 

15.  Kt.  takes  K.  B.  P. — Great  judgment   marks  this;  for 

if  Black  were  to  retake  Knight,  with  Q^  Kt.,  you 
would  win  Queen  for  K.  B.,  by  playing  the  latter  to 
Q.  Kt.  fifth,  through  his  having  pushed  Ct.  B.  P.  to  the 
extent  of  its  power.  Is  this  clear  to  you?  If  not, 
make  it  so.  15.  K.  R.  to  K    B.  sq. — 

The  Rook  can  now  safely  be  played  to  this  square ;  and 
Black  accordingly  moves  it  there,  to  attack  Knight. 

16.  Kt.  takes  K.  P. — You  do  not   hesitate  to  sacrifice  this 

Kt.  for  P.  forseeing  that,  in  return,  you  will  acquire 
a  powerful  attack.  Your  Knight  now  threatena 
Queen. 

16.  B.  takes  K.  Kt. 

17.  K.  R.  to  K. — By  judiciously  phfcing  Rook  thus,  you 

pin  the  Bishop ;  for  the  latter  cannot  move,  as,  in  so 
doing,  he  would  expose  his  King  to  check.  His  B. 
too,  must  be  defended,  or  you  would  take  it  with  R. 
next  move,  with  impunity. 

17.  Q.  Kt.  to  B.  third.— In 
order  to  defend  B.  for  were  White  now  to  take  B. 
with  R.  this  Knight  could,  in  return,  capture  R. 

18.  Q.  B.  takes  P. — Attacking  his  Rook. 

IS.  Q.  to  K.  B.  fourth.— 
Having  a  piece  more  than  you.  Black  does  not 
regard  your  taking  his  R.  which  you  could  now  do 
with  Q,.  B.  He  places  his  Queen  on  this  square, 
also,  to  liberate  Q.  B.  and  to  protect  K.  B. 

19.  Kt.  to  Q,.   Kt.   fifth. — This   is   more   scientific   thaa 

taking  R.  19.  Q,.  B.  to  Q,.  second. — 

Black  overlooks  a  certain   thing   which  can  be  per- 
8* 


90  THE    CHESS    PLAYER. 


formed  by  your  Knight,  and  will  lose  the  game  in 
consequence.  Good  players  must  agree,  however, 
that  tlie  loss  is  not  much  ;  he  being  in  a  situation  not 
only  desperate,  but  probably  irretrievable. 
20.  Kt.  to  Q,.  sixth,  ch. — By  this  move,  you  win  the 
dueen,  which  you  must  take  with  Knight,  the  fol- 
lowing move :  Black  being  forced  to  provide  for  the 
check.  This  is  a  fine  instance  of  a  divergent  check, 
and  very  similar  to  that  which  I  have  given  at  p.  41 ; 
though,  here,  there  are  more  pieces  on  the  board. 
The  Bishop  cannot  take  the  Knight,  because,  in  so 
doing,  he  would  leave  his  King  in  check  of  Rook. 
Probably,  Black  overlooked  this  fatal  check,  on  ac- 
count of  the  position  of  his  Bishop ;  whose  present 
confinement,  by  Rook,  was  not  taken  into  proper 
consideration.  Seeing  all  this,  and  that  the  Clueen 
is  irrecoverably  lost,  Black  resigns  the  game  at  once, 
without  attempting  to  carry  it  further.  It  would  be, 
indeed,  ridiculous,  between  even  players,  (that  is, 
players  of  about  equal  skill,)  to  continue  a  game,  after 
the  one  had  lost  his  dueen  ;  even  though  he  had 
received,  in  return,  some  slight  compensation.  Of 
course,  in  saying  this,  it  is  understood  moreover,  that 
(here  is  nothing  in  the  position  of  the  party  losing  the 
dueen,  to  set  off  against  the  loss  ;  because  it  might, 
and  does,  frequently  happen,  that  a  player  may  pur- 
posely sacrifice  his  dueen,  to  ensure  giving  an  im- 
mediate Checkmate,  or  something  tantamount  thereto. 

GAME.  II. 

WON     BY     MR.    m'dONNELL,     OF     M.    DE    LA    BOURDONNAIS. 

White.  Black. 

1.  K.  P.  two  squares.  1.  K.  P.  two  squares- 

2.  K.  B.  P.  two  squares.  2.  P.  takes  P. 

3.  K.Kt.  toB.  third — You  thus  prevent  Q.  from  checking; 

at  the  same  time    bring  out  one  of   the    intermediate 
men  between  K.  and  R.  in  order  to  prepare,  if  need 


THE   CBESS   PLAYER.  91 


be,  to  Castle.  3.  K.    Kt.   P.    two   sq. — 

Black  moves  this  Pawn  to  defend  the  Gambit  Pawn  ; 
also  to  advance  it  upon  Kt.  at  the  proper  moment. 
There  is  another  reason  why  this  is  the  best  move  on 
the  board  for  him  ;  it  makes  an  opening  of  two  im- 
portant squares  for  his  K.  B.  v 

K.  B.  to  Q.  B.  fourth.  4.  Pawn  attacks  Kt.— I 

do  not  think  that  pushing  the  K.  Kt.  P.  to  the  attack 
of  Kt.  is  quite  so  safe  as  playing,  on  this  move,  K.  B. 
to  K.  Kt.  second. 

Q,.  Kt.  to  B.  third. — By  this  move,  you  resolve  the  at- 
tack of  the  King's  Gambit  into  the  Muzio  Gambit. 
You  leave  your  Knight  en  pnsc  ;  for,  if  he  take  it, 
he  makes  such  an  opening  on  his  King's  position, 
that  you  are  sure  of  a  strong  attack.  The  move  most 
frequently  played  by  White,  here,  is  Castling;  but  it 
is  equally  correct  to  bring  out  Q,.  Kt. 

5.  P.  takes  Kt. — Black  de- 
termines to  go  through  with  it,  and  therefore  takes 
Kt. 

Q.  takes  P. — Through  abandoning  Kt.  you  have  got 
three  pieces  in  good  position;  while  your  adversary  has 
not  a  piece  in  the  field.  If  you  caujcombine  three  pieces 
in  an  attack  on  the  King,  you  may  frequently  snatch 
a  Mate  ;  though  your  force,  numerically  speaking, 
is  inferior  to  your  opponent's.  To  throw  a  body  of 
men,  en  masse,  upon  a  weak  point,  was  a  primary 
feature  in  the  tactics  of  Napoleon  the  Great  ;  and 
the  same  art  was  suceessfully  practised  by  our  own 
gallant  Nelson,  at  Aboukir. 

6.  K.  B.  to  R.  third.— To 
prevent  your  taking  P.  with  Q,.  It  would  be  bad 
play  for  Black  to  check  with  Queen,  as  your  move,  in 
return,  would  be  K.  Kt.  P.  one  square. 

d.  P.  two  sq. — Opening  the  fire  of  your  Queen's  Bi- 
shop upon  the  Gambit  Pawn.     7.  Q,  Kt.  to  B.  third. 


92  THE    CHESS    PLAVER. 


— He  brings  out  Kt.  to  take  Q,.  P. ;  in  doing  which, 
he  would  attack  Q. 

8.  Castles. — On  the  principal  of  concentrating  your  whole 

energies  in  a  desperate  attack,  you  allow  Black  to 
take  a.  P.  with  Q.  Kt.       8.  Kt.  takes  Q.  P. 

9.  K.  B.  takes  K.  B.  P.,  ch. — On  your  taking  this  Pawn, 

which  you  do  to  make  an  opening  on  his  King, 
though  at  the  cost  of  the  Bishop,  he  must  either  take 
the  Bishop,  or  _move  the  King.  He  will  probably 
prefer  the  former  alternative. 

9.  K.  takes  Bishop. 

10.  Q..  to  K.  R.  fifth,  ch. — On  giving  this  check,  as  he 

can  neither  capture  Q,.,  nor  inierpose  any  piece,  it  ia 
plain  he  must  move  K.  By  checking,  you  not  only 
draw  dangerously  close  to  Black's  monarch,  but  with- 
draw Q..  from  the  attack  of  Kt. 

10.  K.  to  Kt.  second. — There 
are  four  other  squares,  on  to  either  of  which  he  might 
play  his  King.  He  chooses  the  best  of  the  lot;  though 
why  it  is  so,  our  limits  will  not  allow  of  my  giving  in 
strict  detail.  Try  and  find  for  yourself,  why  the  Kt. 
second  is  better  than  the  others.  Never  mind  the 
time  it  takes  you,  to  dwell  on  similar  points.  There 
is  food,  at  least  for  a  week,  to  the  earnest  student,  in 
the  truly  beautiful  specimen  of  play  before  us. 

11.  Bishop  takes  P. — This    B.   threatens  to  check   at  K. 

fifth,  which  would    soon   settle  the    game.     You  are 

|,         aware  this  will  not  be    permitted,  but  that  Black  will 

Vake  the  Bishop  with  his  own  ;   but  you  do  not  regard 

this,  as  you  will  get  your  Rooks  both  into  the  "  melee." 

11.  B.  takes  B. — Having  so 
decided  a  numerical  superiority,  his  game  is  to  ex- 
change off  all  the  pieces  he  can. 

12.  Rook  takes  B.  12.  K.  Kt.  to  B.  third.— By 

this  he  not  only  attacks  Q,.,  but  opens  a  range  for 
Rook.  He  also  prevents  your  Knight's  advancing  to 
Q.  fifth. 


THE    CHESS   PLATER.  93 


13.  CI.  to  K.  Kt.  fifth,  ch. — Highly  essential ;  removing 

your  dueen  out  of  danger,  and  pressing  closer  and 
closer  upon  the  foe.  13.    K.  to  P.   second. — 

Were  he  to  play  King  to  K.  B.  sq.,  yon  might  take 
Kt.  with  R. 

14.  Q,.  R.  to  K.  B.  sq. — You  have  now  acquired  that  com- 

bination of  force,  directed  upon  a  weak  point,  to  which 
I  alluded  at  the  beginning  of  the  game.  He  has,  it  is 
true,  two  pieces  more  than  yon,  in  numbers,  but  they 
are  shut  up  at  home,  and  are  thus  rendered  non-avai- 
lable. There  is  a  variation,  here,  worthy  of  notice, 
because  you  might  win  dueen  ;  but  it  would  be  inferior 
play,  and  was  not,  therefore,  adopted.  {*) 

14.  K.  home. — You  have 
throe  pieces  bearing  on  Knight,  which  must  not  move; 
and  as  Black  has  only  two  pieces  defending  it,  the 
Knight  must  fall.  He  therefore  attempts  to  give  it  up 
with  a  good  grace,  hoping  to  avoid  further  loss. 

15.  R.  takes  Kt,  15    Q,.  to  K.  second. — He  is 

forced  to  move  Queen,  to  make  an  opening  for  the 
retreat  of  King.  After  your  last  move,  you  threatened 
to  Mate  in  two  moves;  viz.,  by  checking  with  Queen, 
at  K.  R.  fifth,  and  then  giving  Mate  with  Qneen  at 
at  K.  B.  seventh.  The  meaning  of  the  phrase  "to 
threaten,"  is,  that  you  could  do  so  and  so  were  it 
then  your  turn  to  move. 

16.  Kt.  attacks  Q,. — No  play  could  retrieve  Black's  game. 

You  have  now  a  fourth  piece  bearing  upon  his  position, 
while  his  men  are  jammed  up  in  such  a  manner  as  to 
be  useless.  16.  Q,.   to  Q,.  B.  foi*rth. — 

He  must  move  Q,.  out  of  "  prise/'  and  has  no  better 
square  than  to  play  her  so  as  to  threaten  a  counter- 
attack, by  withdrawing  Knight;  and,  in  thus  doing, 
to  discover  Check  to  your  King.     Were  he,  instead 

(*)  The  following  are  the  moves  : — I  suppose  you  to  have  played 

14.  R.  takes  Kt.  ch.  14.  Q.  retakes  (best.) 

15.  R.  to  K.  B.  15.  Q.  takes  R.  ch. 
It).  King  takes  Q. — I  should  still  prefer  White's  game. 


94  THE    CHESS    PLAYER. 


of  this  move,  to  check  with  Kt.,  it  would  do  him  no 
good,  as  you  would  move  K.  lo  corner.  Lastly,  if 
Black  were  to  take  K.  P.  with  dueen,  you  would 
force  Checkmate,  as  below.  (*) 

17.  K.  to  corner. — Your  position  is  so   strong,   that   you 

can  afford  to  wait  one  move,  in  the  prosecution  of 
your  attack;  and  you  accordingly  remove  your  King, 
80  that  the  threatened  check  by  discovery  is  averted. 

17.  Kt.  to  K.  third. — Let  us  ex- 
amine his  situation  a  little  : — 

1.  If  he  move  K.  to  Q..  the  only  place  open,  you 
give  double  check,  and  Mate,  by  advancing  Rook  to 
the  extremity  of  tlie  board. 

2.  If  he  piny  K.  R.  to  K.  B.  ?q.  you  check  with  Q. 
at  K.  R.  fifth  and  on  his  moving  K.  Q,.  to  force  Mate 
by  capturing  R. 

3.  If  he  move  Q..  P.  one  sq.  you  win  at  least  the 
Q,tieen,  in  two  or  three  moves;  and  the  moving  of  no 
other  Pawn  is  of  the  slicrhtest  use 

4.  No  move  of  Q,.  or  Kt.  would  avail  him  ;  he  could 
therefore  have  done  nothing  better,  than  move  as  he 
actually  did. 

18.  R.  takes  Kt.  ch.         18.  P.  takes  R. 

19.  Kt.  to  K.  B.  sixth,  ch. — As  this  check  must  be  pro- 

vided for,  he  cannot  save  Q,.     Black  resigns  the  game 

(*)  16.  Q.  takes  K.  P.  [if] 

17.  Q.  to  K.  R.  fifth,  ch.  17.  K.   to  Q.—Of    course,  in 

such  cases,   the   party  may  as  well  be  Checkmated  as  lose 
Queen. 

18.  R.  checks.  IS.  R.   takes  R.— If  he  inter- 

poses Q.  you  Mate,  on  the  move,  with  Q. 

19.  R.  takes  R..  ch.  19.  Q.  covers,  having  no  other 

move;  for  the  position  of  your  Knight  prevents  his  Kiag 
from  coming  out. 

20.  White  gives  Checkmate. — T  leave  the  bednner  to  find  by  which 

move  this  is  eflfected.    It  can,  indeed  be  done  more  ways  than 
ope. 


THE    CHESS   PLAYER.  05 


at  this  point,  as  you  must,  on  liie  next  move,  take 
Queeu  tor  nothing,  with  your  Queeo. 

GAME  in. 

WON     BY     M.     DE     LA     BOURDONNAIS     OP    MR.    m'dONNELL. 

The  following  Game  furnishes  the  theme  of  M.  Mery's 
French  poem,  recetnly  published,  eniuled,  *'  Une  Revan- 
che DE  Waterloo."  In  this  clever  puuin,  the  whole  of 
the  moves  of  this  game  are  introduced,  and  followed  out 
in  detail.  M.  JVlery  shows  both  tact  and  la.^te,  in  the  man- 
ner, in  which  while  singing,  "  con  atnore,"  the  triumphs 
of  his  hero,  M.  de  la  Bourdonnaise,  over  AJr.  M'DonneJ], 
he  has  managed  to  avoid  the  slightest  approach  to  any- 
thing like  an  ill-natured  feeling.  Should  M.  Mery  wish 
to  print  a  second  canto,  I  would  rt.coinmend  him  io  take, 
as  his  subject,  the  specimen  of  the  Muzio  Gambit,  given 
by  me  at  pnge  Dl.  IVlay  the  future  battles  between 
France  and  England,  be  all  fought  on  the  Chess-board. 
White.  Black. 

1.  O..  P.  two  squares.  1.  Q,.  P.  two  squares. 

You  may  begin  by  moving  Q,.  P.  as  well  as  K.  P.  it 
does  not,  however,  lead,  generally  speaking,  to  position  of 
as  much  interest  as  the  latter. 

2.  a.  B.  P.  two  sq.  2.  P  takes  P. 

3.  K.  P.  one. — Opening  K.  B.  to  recapture  the  Pawn. 

3.  K.  P.  two  sq.— Black 
knows  it  would  be  wrong  to  attempt  defendmg  Gam- 
bit P.  in  this  Opening;  and,  therelore  at  once  re* 
linquishes  it. 

4.  K.  B.  takes  P.  4.  P.  takes  P. 

5.  P.  takes  P. — This  Pawn  of  your.s,  is  now   termed   an 

Isolated  Pawn  ;  tliat  is,  a  Pawn   connected    with, 
or  supported  by  no  other  Pawn., 

5    K.Kt.  to  B.  third. 

6.  a.  Kt.  to  B  third.  6.  K.  B.   to   K.  second.— 

Black  is  now  ready  for  Castling  with  the  K.  R.  hav- 
ing brought  out  the  two  intervening  pieces. 


96  THE    CHESS   PLATER. 


7.  K.  Kt.  to  B.  third.  7.  Castles.— The  motive  for 
Castling  is  to  withdraw  the  King,  in  some  measure, 
from  the  possibility  of  being  immediately  attacked. 
The  Rook,  too,  is  hereby  disengaged,  and  brought 
into  communication  with  the  other  pieces.  Begin- 
ners should  make  a  point  of  Castling  early,  and  with 

8.  CI.  B.  to  K.  third. — Stationing  B,  so  as  to  guard^the 

isolated  Pawn,  must  be  good  play ;  your  minor  pieces 
are  at  their  posts  in  the  field  of  battle,  waiting  for  the 
word,  to  advance.  8.  Q.  B.  P.  one  sq. — To  re- 

strain Kt.  from  entering  into  his  position,  and  also  to 
furnish  a  support  for  K.  Kt.  should  he  wish,  subse- 
quently, to  play  that  piece  to  Q,.  fourth. 

9.  K.  R.  P.  one  sq.  9.  Ct.  Kt.  to  Q,.  second. 

10.  K.  B.  to  Q,.  Kt.  third. — You    foresee   that   Black  in- 

tends attacking  B.  with  Q,.  Kt.  and  anticipate  the 
assault,  by  a  judicious  removal, 

10.  a.  Kt.  to  Q.  Kt.  third. 

11.  Castles.  11.  K.  Kt.  to  Q.  fourth.— 

Black  sees  that  you  hare  more  command  of  the  board 
than  he ;  that  is,  that  more  squares  are  open  to  your 
men,  than  to  his.  He  accordingly  wishes  to  exchange 
off  some  of  the  pieces,  to  gain  room.  By  placing  Kt. 
here,  he  ensures  an  exchange;  for  he  attacks  both 
Q.  B.  and  a.  Kt. 

12.  Q,.  R.  P.  two. — You  prefer  not  taking  adverse  Kt. 

though  you  could  do  so  with  K.  B. ;  but  by  letting 
him  take  either  Kt.  or  Q,.  B.  you  will  be  enabled 
to  retake,  in  either  case,  with  a  Pawn  ;  which  Pawn 
will  become  united,  and  thus  furnish  support,  to  your 
isolated  Q,.  P.  Your  Q,.  R.  P.  now  threatens  to  ad- 
vance another  sq.  to  attack  Kt. 

12.  Q.  R,  P.  two  sq.— This 
move  is  played  to  stop  the  advance  of  your  Q..  R.  P. 

13.  K.  Kt.  to  K.  fifth.  13.  Q.  B.  to  K.  third. 

14.  K.  B.  to  Q,.  B.  second. — You  proceed  to  make  "a  de- 
monstration ;"  placing  B.  so  that  his  range  may  bear 


THE    CHESS   PLAYER.  97 


upon  the  adverse  K.  R.  P.      14.  K.  B.  P.  two  sq. — 

Black  opens  an  attack,  by  advancing  this  Pawn  in  the 
face  oi  your  Q..  B. 
16.  Q..  to  K.  second. —  You  rather  challenge,  than  evade, 
the  turther  advance  ofhis  K.  B.  P. 

15.  K.  B.  P.  one.— This  Pawn 
certainly  attacks  your  Q,.  B.,  but  as  the  latter  can  re- 
move, it  is  rather  a  false,  than  a  real  attack.  Though 
your  Queen's  Bishop  may  move  backward,  his  Pawn 
cannot  retrograde,  and  by  advancing  it,  he  has  opened 
his  King  to  the  fire,  again,  of  your  King's  Bishop. 
Write  it  in  your  Chess  Album,  as  a  general  rule,  that 
Pawns  becomes  considerably  weakened,  if  advanced 
too  far  from  home,  at  the  commencement  of  the  game. 

16.  a.  B.  to  a.  second.  16.  a.  to  K.  sq.— To  pre- 

vent your  moving  Q.  to  K.  R.  fifth. 

17.  Q,.  R.  to  K. — You  aim  at  unmasking  a  powerful   at- 

tack on  the  enemy,  by  removing  King's  Kt.  and  thus 
opening  the  file  for  the  action  of  dueen,  backed  by  R. 

17.  Q.  B.  to  K.  B.  second. 
Black  withdraws  B.  from  instant  danger ;  but  I  do 
not  think  this  move  well  played. 

18.  Ct.  to  K.  fourth. — You  threaten  to  Checkmate  next 
move,  by  capturing  K.  R.  P.  You  would  not  have 
played  this  move,  with  advantage  last  time;  because 
Black  could  have  answered,  which  he  cannot  now  do, 
by  opposing  Q.  B.  at  K.   B.  fonrth. 

18.  K.  Kt.  P.  one.— If  he 
were  to  move  B.  to  K.  Kt.  third,  you  might  take  it 
with  Kt.  The  fact  is,  he  is  playing  with  two  pieces 
less  than  you  j  for  his  Clueen's  Rook  and  Knight  are 
useless. 

19.  a.  B.  takes  P.  19.  Kt.  takes  B. 

20.  Q.  takes  K.  T. — You  have  won  a  Pawn,  and  yonr 
position  is  strong,  owing  to  some  of  Black's  pieces 
being  out  of  play.  The  men  round  his  King,  too, 
are  huddled  together,  in  a  manner  which  curtails,  their 

9 


98  THE    CHESS   PLATER. 


powers  by  one  half.  20.  a.  B,  to  Ct.  B.  fifth 

The  possibility  of  this  was  foreseen,  and  permitted, 
by  the  scientific  player  conducting  the  White  pieces. 
Black  WINS  THE  EXCHANGE,  but  it  will  cost  him  the 
game.  He  discovers  an  attack  upon  Q.  from  R.  at 
the  same  time  that  he  assails  R.  with  B. ;  and  as  you 
must,  naturally,  provide  first  for  the  safety  of  Q..  the 
R.  must  be  lost.  M.  Mery's  humorous  lines  on  this 
move  are  perfectly  applicable. 

21,  Q,.  to  K.  R.  sixth. — It  will  be  seen  that  the  position 
taken  up  by  Q,,,  in  conjunction  with  the  attack  of  B. 
and  Kt.,  is  more  than  equivalent  to  the  Rook  thus 
abandoned.  21.  Bishop  takes  R. 

22.  K.  B.  takes  K.  Kt.  P. — On   this  move  the  victory 

hinges ;  you  might  also  have  taken  K.  Kt.  P.  with  Kt. 
but  you  could  only  win  the  game  once.  You  threa- 
ten to  Mate,  by  taking  R.  P.  with  Q.,  and  it  would  be 
useless  to  take  B.  with  Q,., since  you  would  retake  Q. 
with  Kt.  Black  is  therefore  compelled  to  take  B. 
with  R.  P.  When  a  certain  move  is  thus  compelled 
to  be  made,  it  is  termed  "  a  forced  move." 

22.  P.  takes  Bishop. 

23-  Kt.  takes  K.  Kt.  P.— As  the  K.  R.  P.  has  got  on  to 
the  K.  Kl.  file,  it  becomes  the  K.  Kt.  P. ;  the  original 
K.  Kt.  P.  not  remaining  on  the  file.  By  yonr  last 
move  you  attack  R.  with  Kt.,  and  also  attack  K.  B. 
with  Kt.  and  R.  The  Q.  B.  is  not  worth  your  taking, 
you  fly  at  greater  game.  Observe,  further,  that  you 
threaten  a  check  with  Q,.  in  the  corner ;  and,  also, 
that  Black  cannot  take  Kt,  with  Q,  It  adds  greater 
difficulty  to  Black,  that  his  King's  Bishop  cannot 
move ;  since  to  do  so,  would  expose  the  Queen  to  the 
attack  of  your  Rook,  A  Bishop,  placed  in  this  pre- 
dicament, is  said  to  be  **  pinned." 

23.  Kt.  to  a  B.  sq,— Black 
must  guard  K.  B.   somehow ;  and  he  cannot  effect 


THE    CHESS   PLATER.  99 


this,  by  moving  up  the  Rook  one  square,  as,  in  that 
case,  your  Queen  would  give  Checkmate. 

24.  Q.  to  K.  R.  eighth,  ch. — You  check  with  Q.  in  order 

to  force  K.  out  into  the  open  field. 

24.  K.  to  B.  second  (must.) 

25.  Q.  to  K.  R.  seventh,  ch. — Again  you  make  him  play 

a  forced  move,  and  expose  K.  more  than  ever. 

25.  K.  to  B.  third. 

26.  Kt.  to  K.  B.   fourth. — You  place  this   Kt.  here,  in  or- 

der to  support  R.  in  giving  a  check  at  K.  sixth,  and 
threatening  to  Mate  vviih  the  other  Knight  at  the 
same  time. 

26.  Q.  B.  to  Q.  sixth.— 
Black  knows  it  is  all  over  with  him,  but  fights  it  out 
bravely  to  the  last.  You  might,  clearly,  take  this 
Bishop  for  nothing ;  but  it  is  better  to  force  Check- 
mate, which  you  can  do  in  three  moves.  Had  Black 
played  B.  to  his  Q.  B.5th,  your  Knight  could  give  a 
curious  Checkmate  at  K,  fourth, 

27.  R.  to  K.  sixth,  ch.  27.  K.  to  Kt.  fourth  (must.) 

28.  Q.  to  K.  R.  sixth,  ch.       28.  K.  to  B,  fourth,  no  choice. 

29.  Pawn  gives  Checkmate. — I  leave  you  to  find  out  which 

Pawn,  and  on  which    square.     This  game   affords  a 

strong  lesson  as  to  the  necessity  of  getting  your  pieces 

well  into  play,  before  you  begin  to  make  any  attack. 

Black  Queen's   Rook  has  never  once  been    moved, 

throughout  the  game ;  and  might  as  well,  therefore, 

have  been  lying  under  the  table  all  the  time. 

I  must  caution  the    beginner  against  supposing,  that 

there  is  that  value  in  the  first  move,  which  there  would 

appear  to  be,   from  the  circumstance  of  the  games,  here 

given,  being  all  won  by  the  first  player.     No;  out  of  one 

hundred    consecutive  games,  played   between  parties  of 

equal  force,  fifty  ought  to  be  won,  on  an  average,  by  him 

who  moves  first,  and  the  other  fifty,  by  the  second  player. 

But  there  are  many  brilliant  modes  of  attack  open  to  the 

adoption  of  the  first  player;  and  when  these  attacks  prove 

successful,  as  in  the  iQstances  here  quoted,   they  furnish 


100  THE    CHESS    PLAYER. 


more  striking  examples  of  skill,  and  therefore  serve  as  fitter 
lessons,  than  such  as  are  won  by  the  second  player,  through 
the  failure  of  the  attack.  These  games,  too,  are  purposely 
selected,  as  being  short.  Very  long  games  would  become 
tedious  to  the  beginner,  and  proportionably  difficult  to  fol- 
low out. 

GAME  IV. 

WON    BY    M.    DE    LA    BOURDONNAIS    OP    MR,    m'doNNELL. 

White.  Black. 

1.  Q.  P.  two  sq.  1.  Q.  P.  two  sq. 

2.  Q.  B.  P.  two  sq.  2.  P.  takes  P. 

3.  K.  P.  one.  3.  K.  P.  two  sq. 

4.  K.  B.  takes  P.  4.  P.  takes  P. 

5.  P.  takes  P.  5.  K.  Kt.  to  B.  third. 

6.  Q.  Kt.  to  B.  third.  6.  K.  B.  to  K.  second. 

7.  K.  Kt.  to  B.  third.  7.  Castles. 

8.  K.  R.  P.  one  sq.  8.  Q.  Kt.  to  Q.  second. 

9.  Q.  B.  to  K.  third.  9.  Q.  Kt.  to  Q.  Kt.  third. 

10.  K.  B.  to  Kt.  third.  10.  Q.  B.  P.  one  square. 

11.  Castles.  U.K.  Kt.  to  Q.  fourth. 

Up  to  this  point,  the  opening  has  been  similar  to  the 
last,  with  the  unimportant  exception  of  two  or  three  moves, 
played  in  a  different  order. 

12.  Q..  to  K.  second.  12.  K.  B.  P.  two  sq. — Advan- 

cing as  in  the  last  game,  to  attack  your  Queen's 
Bishop. 

13.  K  Kt.  to  K.  fifth.  13.  K.  B.   P.  one  sq.— The 

construction   of  this  game  is,  for   so   long  a  time,   so 

siivnlar  to  the  last,  that  the  two  should  be  studied 
together. 

14.  Q.  B.  to  Q.  second.  14.  K.   Kt.  P.   two  sq. — As 

Black  lost  K.  B.  P.,  last  game,  through  not  having 
sufficiently  defended  it,  he  now  resolves  to  support  it 
with  the  adjoining  Pawn.  It  will  turn  out,  probably, 
that  he  is  movmg  Pawns,  when  he  ought  rather  to  be 
playing  pieces. 


THE    CHESS   PLATER.  101 


15.  Q.  R.  to  K.  15.  K.  to  Kt.  second  sq  — 
The  chief  motive  for  moving  up  the  King  is,  that  in 
case  you  should  form  an  attack,  as  in  the  last  game, 
on  K.  R.  P.,  Black  may  be  able  to  play  R.  to  corner, 

16.  Kt.  takes  Kt.  16.  Kt.  takes  Kt.— I  shall 
find  it  easier  to  show  you  why  White  makes  this  ex- 
change, after  its  completion,  than  before. 

17.  Kt.  takes  Q.  B.  P. — This  move  is  remarkably  scien- 

tific. The  beginner,  however,  will  hardly  be  able  to 
appreciate  its  excellence  ;  at  any  rate,  until  after  the 
following  move.  17.  P.  takes  Kt, 

18.  B.  takes  Kt.  18.  Q.  takes  B.— You  have 
withdrawn  Kt.,  by  the  lastexchanges,  which,  (support- 
ed K.  B.,  which  you  will  therefore  capture  with  Q. 
By  retaking  with  P.,  instead  of  Q.,  Black  might  still 
have  guarded  B.  with  Q.  But  that  would  not  avail 
him,  as  both  your  Q.  and  R.  are  bearing  upon  it :  and 
he  therefore  withdraws  Q.  that  she  may  not  be  ex- 
changed. 

19.  Q.  takes  B.   ch. — White   has  gained  a  Pawn  during 

this  skirmish  ;  to  say  nothing  of  superiority  of  position. 
19.  Rook  covers. — You  must 
learn  to  find,  for  yourself,  on  to  which  square  the 
Rook  must  be  played  ;  thus  to  interpose  between  K. 
and  the  piece  checking. 

20.  Q.  to  Q.  Kt.  fourth. — You  are  forced  to  retreat  Q.,  or 
she  would  be  taken  by  R.,  and  you  cannot,  as  you 
would  wish,  take  K  ing's  Kt,  P. ;  that  Pawn  being 
guarded  by  Q.  20.  Q.  B.  to  K.  B.  fourth.— 
It  would  be  bad  play  to  take  your  Q.  R.  P,  with  Q,  ; 
though  Black  might,  apparently,  do  so  for  nothing. 
Thousands  of  games  are  lost  yearly,  through  taking  a 
worthless  Pawn  with  the  Queen  ;  and  thus  rendermg 
her,  for  the  time,  ineffective.  Black  now  threatens  to 
win  a  Rook,  by  attacking  it  with  his  Bishop. 

9» 


102  THE    CHESS    PLAYER. 


21.  R.  to  K.  fifth. — This  move  has  several  advantages. 
You  attack  Q.  and  at  the  same  time  free  your  other  R. 

21.  Q.  to  Q.  second.— The 
Q.  being  forced  to  retreat,  can  go  to  no  better  place 
than  this.  As  in  the  last  game,  Black's  chief  disad- 
vantage lies  in  the  constrained  position  of  Q.  R. 
which  he  has  not  yet  been  enabled  to  move ;  through 
playing  Pawns,  when  he  ought  to  have  been  moving 
pieces, 

22.  Q,.  P.  one  sq. — This  Pawn  is  sacrificed,  in  order  to 
open  the  two  squares,  (viz.  Q.  fourth,  and  Q.  B. 
third,)  to  the  action  of  your  Bishop  or  Queen. 

22.  P.  takes  P. 

23.  Q,.  to  Q,.  fourth. — Your  Queen  is  here  admirably 
planted.  She  threatens  to  win  Q.  by  discovermg 
check.  Do  you  see  how  your  intervening  Rook  would 
be  played,  to  accomplish  this  1 

23.  K.  to  R.  third.— Black 
withdraws  his  King,  so  that  you  cannot  discover  check. 

24.  K.  R.  P.  one.— If  Black  take  P.  with  K.  Kt.  P.  you 

will  be  enabled  to  capture  K.  B.  P. 

24.  Q.  B.  to  K.  third.— In 
order  to  defend  K.  B  P.  with  R. 

25.  K.  R.  to  K. — Threatening  to  take  B.  Both  your 
Rooks  bearing  upon  it,  while  it  is  only  defended  by 
Q.  25.  Q.  R.  to  K.— At  length 
this  Rook  is  moved,  though  tardily  enough.  You 
cannot  now  take  B. 

26.  R.  takes  K.  Kt.  P. — It  is  better  to  take  with  Rook, 

than  with  K.  R.  P.  26.  Q.  R.  to  K.  B.— To  pre- 

vent you  taking  K.  B.  P.  with  B. 

27.  Q.  to  K.  fifth. — A  most  important  move     You  threat- 

en not  only  to  capture  B.  which  is  defended  by  Q. 
alone,  but  also  to  check  with  R.  at  K.  R's.  fifth, 
which  would  compel  K.  to  move;  on  which  you 
would,  at  once,  give  Mate  with  Q.  Try  whether  you 
can  find  any  resource  for  Black  in  this  emergency. 
27.  Q.  B.  to  K.  Kt.  fifth.— 


THE    CHESS    PLAYER.  103 


By  different  play,  this  move,  he  might  have  protracted 
the  game,  in  some  degree  ;  but  could  not  have  saved  it. 
2b.  R.  to  K.  R.  fifth,  ch. — You  still  give  check,  having  a 
forced  Checkmate,  in  two  moves. 

28.  B.  takes  R. — Black  can- 
not take  R.  with  K.  bcause  K.  in  so  doing,  would 
move  into  the  check  of  your  ^Q.,  Neither  can  he 
move  K.  for,  were  he  to  play  him  to  K.  Kt.  third,  the 
only  open  square,  your  Q,.  would  give  Checkmate  on 
the  next  move.  He  must,  therefore,  provide  for  the 
check,  by  capturing  R.  with  B. 

29.  Q.  to  K.  Kt.  fifth,  giving  Checkmate  ;  being  supported 
by  K.  R.  P.  so  that  she  cannot  be  taken  by  the  ad- 
verse King.     White  is,  hence  the  victor. 


CHAPTER  XII. 


ON   THE    ENDINGS    OF    GAMES. 


The  endings  of  games  are  mostly  too  difficult  to  prove 
attractive  to  the  beginner.  Perhaps,  however,  the  best  way 
to  make  first-rate  Chess-players,  would  be,  by  compelling 
them  to  work  at  nothing  but  the  ends  of  games  for  some  time; 
since  it  is  easier  to  learn,  perfectly,  how  tomanceurve  one 
Pawn  than  eight,  or  to  play  one  piece  well,  than  half  a 
dozen.  But  it  must  never  be  forgotten,  that  persons  do 
not  take  up  Chess,  as  they  would  Sculpture,  or  any  similar 
art  or  science,  with  the  view  of  studying  it  analytically  for 
years;  but  rather  with  a  wish  of  knowing  just  sufficient  to 
enable  them  to  play,  on  terms  of  equality,  with  the  general 
run  of  society.  To  expect,  therefore,  that  the  learner  will 
be  content  to  spend  months  in  exhausting  the  combinations 
of  certain  quantities  of  force,  in  detail,  would  be  ridiculous. 
The  beginner  wants  to  play  as  soon  as  possible,  and  will 
know  quite  sufficient,  at  first,  of  the  ends  of  games  from 
what  I  give  in  the  present  chapter. 


104  THB    CHESS   PLAYER. 


KING   AND    QUEEN,    AGAINST   KING. 

When  King  and  Queen  are  left  against  King  aIone> 
there  is  no  conceivable  position  in  which,  having  the  move« 
the  Mate  cannot  be  effected  in  nine  moves.  The  way  to 
effect  this,  is  to  drive  the  single  King  on  to  one  of  the  four 
extreme  lines  of  the  board  ,  bringing  up  your  own  King, 
to  oppose  him.  You  will  then  give  Checkmate  with  Queen. 
In  attempting  this,  the  only  thing  to  guard  against,  is  the 
putting  your  adversary  in  a  position  of  Stalemate  ;  in  which 
case  the  game  would  be  drawn;  and,  to  avoid  which,  re- 
quires some  care  on  the  part  of  a  young  player,  particularly 
if  the  scene  of  action  be  one  of  the  corners  of  ^the  board. 

I  proceed  to  illustrate  this  by  a  position  : — 

White.— King  at  Q.  B.  sixth,  and  Q.  at  Q  B.  fifth. 

Black. — King  alone,  on  Queen's  Rook's  square. 

Suppose  White  now  to  have  the  move,  your  proper  play 
would  be  King  to  Q.  Kt.  sixth,  on  which  Black  is  forced 
to  move  King,  and  you  then  Checkmate,  by  playing  Queen 
to  K.  B.  eighth.  But  if  instead  Of  moving  the  King  first, 
you  inadvertently  begin  by  placing  Queen  at  Q.  Kt. 
sixth,  you  give  Stalemate,  and  the  game  is  drawn. 

Replace  the  Pieces,  in  another  situation,  as  follows : 

White. — King  and  Queen  on  their  own  squares  ;  that 
is  to  say,  as  they  are  placed  on  beginning  the 
game. 

Black. — ^King  on  his  own  square. 

Now  try  with  a  friend,  whether  you  can  give  Check- 
mate. It  ought  to  be  done  in  nine  moves;  but  I  should 
be  satisfied  to  see  you  do  it  in  twelve  or  fifteen,  I  will 
not  show  you  the  moves,  as  I  think  it  ought  not  to  be  dif- 
ficult to  work  out ;  particularly  if  you  play  over  my  ex- 
ample, as  to  the  giving  Mate  with  Rook  only,  which  here 
follows.  Remember,  the  Queen  has  the  Rook's  move, 
with  the  Bishop's  power  in  addition.  In  the  situation  be- 
fore us,  your  first  move  may  be  Queen  to  Q.  sixth,  which 


THE    CHESS   PLAYE.R  105 


restricts  the  adverse  King  to  two  lines;  after  which  you 
inarch  up  the  King.  Repeated  checks  are  ustless; 
though,  in  similar  positiutis,  I  have  seen  persons,  too 
clever  to  look  at  books,  give  about  thirty  or  forty  consecu- 
tive checks  with  the  Queen,  and  end  just  as  they  began. 
This  is  lauuhable  enough  to  the  bystander,  who  na:urally 
conceives  that  if  a  thing  is  worth  douig  at  all,  it  is  worth 
doing  well ;  and  the  King  and  Queen,  alone,  I  repeat,  can 
give  the  Mate,  equally  as  well  in  nine  moves,  as  in  ninety. 

KING    AND    ROOK,    AGAINST    KING. 

The  King  and  Rook  can  Checkmate  the  single  King, 
from  any  position,  in  eighteen  moves.  You  must  first 
drive  the  King  on  to  one  of  the  extreme  lines  of  the 
board.  Set  up  these  pieces  in  a  few  different  situations, 
and  endeavor,  witha  friend,  to  work  outtheMate;  towards 
the  method  of  learning  which,  the  following  position  will 
serve  as  a  sufficient  guide. 

White.— K.  at  Q.  fifth,  and  Rook  at  Q.  B.  sixth. 
Slack. — King  alone  at  Q.  Kt.  square. 
White,  having  the  move,  plays 

1.  K.  to  Q.  B.  fifth.  K.  to  Kt.  second. 

2.  K.  to  Kt.  filth.  K.  to  R.  second. 

3.  R.  to  B.  seventh,  ch.        K.  to  corner  (best.) 

4.  K.  to  Kt.  or  R.  sixth.       K.  moves. 

5.  R.  to  Q.  B.  sixth,  and  Mates  next  move. 

This  example  shows  of  what  immense  importance  it  is, 
at  the  end  of  the  game,  to  make  good  use  of  the  King ; 
playing  him  close  up,  when  practicable,  to  the  enemy. 

TWO    ROOKS    AGAINST    ONE    ROOK,  WITH  THE    KINGS    ONLY. 

To  win  similar  endings,  he  who  has  the  two  Rooks 
must  force  his  adversary's  King  to  one  of  the  extreme 
lines  of  the  board,  which  is  done  by  the  assistance  of  both 
Rooks;  and  then  you  soon  succeed  in  forcing  the  Mate, 
or,  what  is  tantamount  to  it,  an  exchange  of  Rooks. 
Imagine  the  pieces  originally  placed  thus : — 


106  THE    CHESS    PLAYER. 


V^^ite.     K.  at  K,    R,  seventh    sq.  Rooks    at  K.    B. 

seventh,  and  Q.  B.  seventh  sq. 
Black.     K.  at  K.  fifth ;  R.  at  Q.  Kt.  seventh  sq. 
White  commences  operations  thus : 

1.  Q.  R.  to  Q.  B.  sq.  1.  R.  checks. 

2.  K.  Kt.  eighth  sq.  2.  R.  to  Q.  R.  seventh  sq. 

3.  R.  to  Q.  sq.  3.  R.  to  Q.  R.  sq.  ch. 

4.  K.|to  R.  seventh  sq.  4.  R.  to  R.  seventh  sq. 

5.  K.  R.  to  K.  sev'th  sq.  ch.  5.  K.  to  K.  B.  sixth  sq. 

6.  R.  to  K.  B.  sq.  ch.  6.  K.  attacks  R. 

7.  R.  to  K.  B.  sixth  sq.         7.  R.  to  Q.  R.  sixth  sq. 

8.  R.  to  K.  Kt.  sev'th  sq.  ch.  8.  K.  to  R.  seventh  sq. 

9.  R.  to  K.  R.  sixth,  ch.  compelling  Black  to  interpose 

R.  after  taking  which,  you  win,  as  already  shown. 

Having  well  studied  this,  place  the  same  pieces  as 
follows : 

White.     King  at  adv.  Q.  sq.  Rooks  at  Q.  B.  fifth,  and 

Q.  R.  seventh  squares. 
Black.     K.  at  Q.  third ;  R.  at  K.  R.  fifth  sq. 

If  Black  had  the  move  now,  he  would  at  once  give 
Checkmate  ;  but  if  White  play  first,  you  win  by  moving  R. 
to  K.  R.  fifth.  Black  is  compelled  to  take  your  R.  with 
his  R.  for  you  threaten  to  Checkmate,  should  he  not  do  *•* ' 
so ;  or  at  least,  to  win  his  R.  for  nothing.  Well,  then, 
he  takes  R.  with  R.  and  you  win  his  Rook  in  two  moves 
by  checking  at  Q.  R.  sixth,  and  then  at  Q,.  R.  fifth.  Be 
certain  that  you  understand  this. 

KING    AND    ONE    PAWN,    AGAINST    KING    ALONE. 

There  is  some  difference  between  Pawns;  for  if  it  ia 
the  Rook's  Pawn  left  alone,  it  cannot  be  advanced  to 
Queen,  though  supported  by  King,  if  the  single  King  can 
get  in  the  front  of  it.  This  had  better  be  demonstrated, 
before  proceeding  further, 


THE    CHESS   PLAYER.  107 


FIRST   POSITION. 

White.— K.  at  K.  R.  fifth,  and  P.  at  K.  R.  fourth  sq. 

Black. — King  alone  at  K.  R.  second  sq. 

Now  a  beginner  would  say,  "  I  shall  be  sure  to  advance 
this  Pawn,  so  as  to  drive  away  the  adverse  King,  and  then 
get  a  Queen  for  my  Pawn,  by  arriving  at  the  end  of  the 
board."  But  in  this  he  would  be  mistaken,  since  the  po- 
sition leads  inevitably  to  a  drawn  game,  if  properly  con- 
ducted by  Black.  It  is  of  no  consequence  which  plays 
first,  but  we  suppose  Black  to  have  the  move,  and  play. 

1.  K.  to  Kt.  second.  K.  to  Kt.  fifth. 

2.  K.  to  R.  second.  P.  advances. 

3.  K.  to  Kt.  second.  P.  checks. 

4.  K.  to  R.  second.  K.  supports  P. 

5.  K.  to  Kt.  sq.  K.  to  Kt.  sixth, 

6.  K.  to  R.  corner  ;  and  if  you  advance  Pawn,  the  game 

is  drawn,  for  you  give  Stalemate.     On  the  other  files 
this  would  not  happen,  since  there  would  be  room  for 
his  King  to  get  away  on  the  other  side ;  which  would 
allow  you  to  win,  through  moving  up  King ;  but  be- 
ing on  the  Rook's  file,  he  cannot  escape.     This  is  a 
very  useful  thing  to  know,  and  should  be  committed 
to  memory. 
We  have  seen  that,  under  the  most   favorable  circum- 
stances, the  Rook's  Pawn   cannot  be  Queened,  if  the 
single  King  be  in  front  of  it.     We  proceed   to   some  ex- 
amples of  Pawns  on  the  other  files.     It  will  facilitate  our 
going  into  this,  to  quote  all  our  examples  on  the  same  file ; 
indeed,  the  Rook's   file  being  out  of  the  question,  all  the 
other  files  are  alike,  except  the   Knight's  file ;  respecting 
which,  there  is  a  alight  peculiarity,  not  worth  dwelling 
upon. 

SECOND   POSITION. 

White.— K.  at  K.  sixth,  and  Pawn  at  K.  fifth. 
Black. — King  at  Queen's  square. 


108  THE    CHESS   PLATER. 


In  this  position,  White,  having  the  move,  wins  bj  play- 
ing King  to  K.  B.  seventh  ;  for  then,  leaving  King  on  that 
square,  you  advance  Pawn  to  Queen;  that  is,  make  a 
Queen  for  it,  in  just  three  moves,  let  Black  play  King  as 
he  will.  This,  you  will  say,  is  a  very  simple  position. 
Let  us,  then,  set  up  another. 

THIRD    POSITION. 

White.     K.  at  Q.  fifth,  and  Pawn  at  K.  fifth. 

Black.     King  at  his  own  square. 

Here,  if  you  have  the  first  move,  you  will  win;  but  if 
Black  have  the  first  move,  the  game  will  be  drawn. 

If  White  is  to  play  first,  you  move  K.  to  his  sixth,  and 
thus  confront  adverse  King,  in  a  manner  which  is  called 
"  taking  up  the  opposition."  Black  must,  in  reply,  move 
King  either  to  Q.  or  to  K.  B,  If  he  play  to  the  former, 
the  pieces  are  situated  as  in  the  second  position;  when  we 
have  seen  to  which  square  you  must  play  King,  in  order  to 
Queen  the  Pawn  in  three  moves.  If  Black  move  to  K. 
B.  sq.  you  win,  on  the  same  principle,  by  playing  King  to 
Q.  seventh. 

But  now  let  us  replace  this  Position,  and  give  Black 
the  first  move. 

Black.  White. 

1.  K.  to  Q.  second.  He  has  now  gained  the  opposition 
by  confronting  King;  and  as  it  would  be  useless  to  re- 
trograde with  King,  you  push  the  Pawn. 

1.  P.  checks. 

2.  K.  to  K.  second,  2,  K.  to  K.  fifth  (must.) 

3.  K.  to  his  own  sq,  3,  K,  to  Q.  sixth.     Whether 

you  advance  on  this,  or  the  Bishop's  file.  Black  will 
again  take  up  the  opposition, 

4.  K.  to  Q.  4.  P.    checks.     If  you  had, 

instead,  retreated  King,  Black  advances. 

5.  K,  home.     You  must  now  either  abandon  P.  (in  which 

case  the  game  is  drawn,  by  Black's  taking  it,  since 


THE    CHESS    PLAYER.  109 


the  two  Kings,  alone,  form  a  drawn  game,)  or  else 
you  must  defend  P.  by  movinir  K.  to  K.  sixth  ;  and  in 
so  doing,  the  game  becomes  drawn,  for  jou  iiave  given 
Stalemate. 

At  this  point,  the  learner  remarks,  "  Whit  an  impor- 
tant thmg  is  the  opposition  ! — but  I  want  to  know  some- 
thing more  about  tiie  opposition."  My  answer  must  be 
brief,  for  beginners  can  only  understand  the  term  in  its 
simplest  form;  and  I  therefore  reply,  that  one  King  is  said 
to  have  the  opposition  of  the  other,  when  he  confronts  him 
on  the  same  file,  with  an  interval  of  only  one  square  between 
them.  This  is  the  most  simple  form  of  opposition  ;  and  the 
only  one,  therefore,  at  present,  relevant  to  the  subject. 

The  King,  who  has  the  opposition,  confines,  in  some  re- 
spects, the  King  which  has  not.  For  example,  place  the 
two  Kings  alone  in  the  Ibllowing  situation  : — 

White. — King  at  his  sixth  s^quare. 

Black. — King  at  home,  on  his  own  square. 

Here  the  White  has  the  opposition;  and  the  effect  of  it 
is,  to  confine  Black's  King  to  the  one  extreme  line  of  the 
board  ;  for,  as  he  has  the  move,  let  him  play  to  which  square 
he  will,  you  continue  lo  maintain  the  opposition,  by  oppos- 
ing him  on  the  same  line,  with  an  interval  of  one  square 
between  you. 

The  having  the  opposition  is  of  no  use,  except  in  certain 
positions,  and  those  principally  relate  to  single  Pawns; 
though  sometime;*  th(>  nio^t  important  games  are  won,  while 
several  pieces  and  Pawns  remain  on  the  board,  merely 
through  the  one  King's  being  enabled  to  gain  the  opposi- 
tion on  the  other. 

FOURTH    POSITION. 

White.— K.  at  Q.  fifth,  and  P.  at  K,  fourth. 
Black. — King  at  K.  second  square. 
White  will  win  if  he  have  the  move.     For  example: — 
White.  Black. 

1.  K.  to  K.  fifth ;  securing  the  opposition. — If  Black  retro* 

#- 


110  TilB    CKESS    PLAYEtt. 


grade  to  his  own  sq.  yon  oppose  him  with  King  at  K. 
sixth  ;  and  win,  on  the  principle  developed  in  previous 
examples.  If,  ajiain,  he  move  either  to  Q.  sq.  or  to 
K.  B.  sq  you  equally  move  K.  to  K.  sixth  ;  for  though 
he  thetl  ap|)ears  to  gain  the  opposition  himself,  by 
pl.-iymg  King  to  K.  sq.  yet  he  cannot  keep  it,  as  you 
advance  Pawn  one  sq.  compelling  him  to  ahandon  it. 
Lastly  if  he  play  to  Q.  second,  nmve  K.  to  B:  sixth 
and  work  up  jour  Pawn  upon  liie  same  principle  as 
if  he  at  once  |)layed  K.  to  B.  second;  which  is  the 
move  we  actually  make  him  play. 

1.  K.  to  B.  second. 

2.  K.  to  Q,.  sixth. — If  he  now  move  K.  to  K.  B.  sq.  you 
sim|)ly  move  K.  to  Q  seventh  ;  and,  leaving  hin»  there, 
nmrcli  Pawn  straight  in.  if  he  play  K.  home,  you 
will  soon  find  out  how  to  win. 

2.  K.  to  B.  third. 
2.  P.  chocks.                            3.   K.   B.  second. 

4.  K.  to  Q  sevanth,  and  advances  P.nvn  direct  to  Queen. 
Replace  the  position,  and  you  will  find  Black  could 
draw  the  game,  if  he  had  the  first  move,  by  opposing 
your  King  in  the  proper  manner. 

riFTII    POSITION. 

WhUe.—K.  at  K.  B.  sixth,  and  P.  at  K.  fifth. 
Black. — K.  at  K.  Kt.  square. 

In  this  situation  you  win,  whether  you  have  the  move  or 
no.     For  oxumple :— Black  has  the  move,  and  plays. 

1.  K.  to  K.  B.  sq.  1.  P.  advances. — The  game 

would  be  drawn,  were  you  to  move  King;  for  Black 
would  acquire  the  opposition. 

2.  K.  home.  2.  P.  advances. 

3.  K.  to  Q,.  second.  3.    K.    to   B.    seventh,  and 

wins. 
Replace  the  men,  and  suppose  White  to  have  the  first 
move : — 


THE    CHESS    PLAYER.  Ill 


1.  K.  to  K.  seventh. — If  you  hnd  advanced  P.  Black  would 

gain  the  oppsiibii,  and  draw  the  unme. 

1.  K.  to  Kt.  second. 

2,  K.  to  Q.  seventh,  and  moves  Pawn  straight  on,  to  Queen, 

SIXTH    POSITION, 

W/itte. — King  at  home,  and  K.  P.  unmoved. 

Black. — King  at  home,  alone  on  iiis  sq. 

In  this  situation,  if  Wliite  have  the  move,  you  ought  to 
Quuen  l\w  P.ivyn.  Try  it  over  with  such  of  your  friends  as 
call  theuisulves  "  fine  Chess-players."  I  do  not  know  a 
belter  le>t.  *' 

If  Bl  ick  have  the  first  njove,  ne  can  draw  the  game ; 
supposing  the  best  possible  moves  to  be  played  on  each  side 

KING,    noOK,    AND    PAWN,    AGAINST  KING    AND    ROOK. 

I  wish  to  accustom  you  to  play  your  Roo^  freely,  and 
therefore  preler  giving  repealed  examples,  in  which  that 
piece  is  iiiiruduced,  to  such  as  include  the  presence  of  thq 
Queen.  t 

FIRST    POSITION. 

W7«7c.— King  atO,.  B.  fourth,  Rook  at  d.  Kt.  seventh, 

and  Pawn  at  Q,.  Kl.  fourth. 
Black. — K.  at  K.  Kt.  fourth,  and  Rook  at  K.  eighth. 

Having  the  White  men,  you  will  here  win,  on  this  prin-p 

ciple ;  that  you  can  cut   off  the   .idverse   King  with  your 

Rook,  while  you   advance   the    Pawn,   protected  -by   the 

King,  to  ihe  extreme  line  of  the  board.    Observe  the  man* 

ner  in  which  this   is   eflecied.     You  have  the  move  and 

play, 

1.  R.  to  K.  B.  seventh. — Ry  placing  Rook  on  K.  B.  file, 

yi)u  build  up,  as  it  were,   a   wall,    beyond   which 

flack's  I^ing  cannot  pass. 

\.  II.  to  Q.  B.  eighth,  clj, 


11^  Tae    CHESS    PLAYfiR. 


2.  K.  to  a.  fifth.  2.   K.  attacks  R. 

3.  R.  to  K.  B.   second. — Nothiiii;  must  induce   you  to 

take  Rook  off  from  the  Bishop's  file. 

3.  R.  to  Q.  eighth,  ch. 

4.  K.  to  Q.  B.  sixth.  4.  R.  to  Q,.  B.  eighth,  ch. 

5.  K.  to  CI.  Kt.  sixth.  5.  R.  to  Q,.  Kt.  eighth. 

6.  P.  advances.  6.  K.  to  Kt.  fourth. 

7.  K.  to  a.  B.  sixth.  7.  R.  cliecks. 

8.  K.  to  a.  Kt.  seventh.      8.  R.  to  Q.  Kt.  eighth. 

9.  P.  advances. — Observe  the  process  in  which   we  have 

managed  to  get  Pawn  thus  far.  No  play  on  Black's 
part  could  have  invented  it. 

■        9.  R.  to  a.  Kt.  sixth. 

10.  K.  to  Q.  B.  seventh.      10.  R.  checks. 

11.  K.  to  Kt.  eighth.  11.  R.  to  d.  Kt.  sixth. 

12.  P.  advances.  12.  R.  to  Q.  Kt.  fifth. 

13.  R.  to  Q,.  R.  second. — This  move  is  essential ;  because 

on  your  next  move,  you  can  now  play  King  to 
Rook's  file,  and  push  Pawn  to  Queen.  To  dwell 
longer  on  it,  were  useless. 

SECOND    POSITION. 

Whiie.—K.  at  K.  B.  fifth,  R.  at  K.  R.  seventh,  and 
Pawn,  at  K.  fourth. 

Black. — King  at  home ;  R.  at  Q.  R.  third. 

This  position  differs  materially  from  the  last;  for  asyoa 
cannot  cut  off  Black's  King  with  the  Rook,  the  game  here 
ought  to  be  drawn.     Suppose  White  to  begin   by  playing, 

1.  P.  advances.  1.  R.  to  Q.  Kt.  third.     This 

is  the  best  move,  and,  properly  followed  out,  will 
secure  the  drawn  game.  I  shall  show  you,  in  a  va- 
riation, how  easily  Black  might  lose,  by  one  bad 
move.     See  A.  next  page. 

2.  R.  to  Q.  R.  seventh.       2.  R.  to  Q.  B.  third. 

3.  P.  advances.  3.  R.  to  Q.  B.  fifth.    If  Black 

had  checked  with  Rook,  he  would  have  lost  the 


THE    CHESS    PLATBK. 


113 


3.  K.  to  K.  sixth. 

4.  R.  to  R.  eighth,  ch 

5.  R.  to  K.  eighth. 
C.  K.  to  Q.  seventh. 


game,  since  you  would  move  K.  to  K.   B.  sixth, 
fthreiitcning  Mute. 
4.  K.  to  B.  sixth.  4.  R.  to  K.  B.  fifth,  ch. 

By  continuing  to  move  on  this  principle,  the  game  is 
drawn. 

A. 

1.  R.  to  a.  R.  eighth.  This 
move  will  lose  Black  the  game. 

2.  K.  to  K.  B.  sixth.     Better  than  to  K.  sixth. 

2.  R.  to  K.  B.  eighth,  ch. 
If  he  had  checked  on  the  otiier  sq.  you  would  cover 
wiiii  P.  ..i. 

3.  K.  to  K.  B. 

4.  K.  moves. 

5.  R.  to  K.  eighth. 

6.  K.  attacks  R.  If  he  had 
checked,  you  would  play  to  K.  seventh. 

P.  checks.  7.  K.  to  Kt.  second.     If  he 

had  pltiyed  to  B.  third,  you  would  check  with  R. 
and  then  push  P. 

K.  toK.  seventh.  Here,  had  you  moved  Pawn,  Black 
would  draw  the  game. 

8.  R.  to  K.  seventh  sq. 

9.  R.  to  adv.  K.  sq. 

10.  R.  to  K.  sixth  sq. 

11.  K.  to  R.  second  sq. 

12.  R.  checks. 
18.  R.  to  K.  sixth  sq. 

14.  R.  to  Q,.  sixth  sq. 

15.  K.  to  Kt.  second  sq. 
10.  R.  to  Q.  seventh  sq. 

17.  R.  to  Q.  Kt.  seventh  sq 

18.  "" 
19. 
20. 


9.  R.  to  ndv.  Q,.  sq. 

10.  R.  to  Q,.  second  sq. 

11.  R.  clucks. 

12.  K.  to  K.  B.  seventh  sq. 

13.  K.  to  adv.  K.  sq. 

14.  P.  advances. 

15.  R.  to  Q,.  B.  second  sq. 

16.  R.  to  Q.  B.  sevnnth  sq 

17.  R.  to  Q.  s(!venth  sq. 

18.  R.  to  Q.  sq. 

19.  K.  moves. 

20.  K.  to  K.  sixth  sq. 

21.  R.  covers. 


R.  checks. 
R.  checks. 
R.  checks. 
21.  R.  toQ.  Kt. 
10* 


sq. 


114  THE    CHESS    PLAYER. 


22.  R.  lo  Q,.  B.  sixth  sq. — If  he  moves  R.  to  K.  sq.,  you 
attack  it  with  K.,  and  if  he  supports  it  with  K.,  you 
check  with  R.  at  K.  B.  sixth.  Playing  any  other 
move,  you  easily  win  the  game. 

ON    GIVING   AND    RECEIVING    ODDS. 

When  there  exists  a  disparity  of  skill,  it  is  usual  for  the 
stronger  player  to  give  his  adversary  such  odds  as  will  ren- 
der the  game  mutually  iuteresting,  by  placing  the  parties 
more  strictly  on  terms  of  equality.  I  earnestly  recommend 
beginners,  never  to  engage  with  players  of  known  superi- 
ority, without  asking  for  proper  odds.  Without  this,  they 
will  never  make  equal  progress;  and  will  become  disgusted 
too,  by  constant  ill-success.  Nor  is  it  fair  to  insist  on  bet- 
ter players  engaging  on  even  terms ;  since,  in  that  case, 
what  may  be  amusmg  enough  to  you,  will  probably  to 
them  prove  a  positive  annoyance ;  the  chances  of  victory 
being  so  unfairly  balanced. 

The  first  description  of  odds,  worthy  of  notice,  is  the 
Queen;  for,  until  you  can  make  a  stand,  with  the  advan- 
tage allowed  you  of  this  great  piece,  you  can  hardly  be 
said  to  know  the  moves.  The  player  giving  the  Queen, 
you  will  find  mostly  to  aim  at  a  quiet  opening.  On  your 
part,  endeavour  to  get  all  your  pieces  out,  and  your  King 
snugly  Castled,  before  you  do  aught  else?  and  remember, 
that,  as  "Exchanging"  is  death  to  your  opponent,  you 
must  seek  every  opportunity  to  exchange  your  pieces  for 
his;  with  a  due  regard,  in  so  doing,  to  the  scale  of  relative 
value,  and  to  a  cautious  examination  of , the  consequences, 
as  far  as  you  can  calculate. 

The  odds  of  "  the  marked  Pawn,"  are  about  equal  to 
the  Queen.  The  parties  have  each  the  usual  complement 
of  men  ;  but  the  superior  player  puts  a  ring,  or  some  other 
mark,  on  a  certain  Pawn,  and  undertakes  to  give  Check- 
mate with  that  Pawn  only.  If  he  give  Mate  with  any 
piece,  or  with   any   other  Pawn,  he  loses ;  and  he  is  not 


THE    CHESS    PLAYER.  115 


permitted  to  Queen  the  marked  Pawn,  but  must  give  the 
Mate  with  it,  as  a  Pawn. 

The  odds  of  the  Rook  and  Knight  stand  next  in  the 
scale ;  and  you  may  be  said  to  be  a  very  fair  player,  as 
players  go,  when  a  first-rate  player  can  only  make  even 
games,  in  giving  you  these  two  pieces.  The  odds  of  the 
two  Knights  will  be  snbstituted  as  you  improve,  for  the 
advantage  of  the  Rook  and  Knight. 

The  odds  of  the  Rook  mark  the  boundary  line,  between 
"  the  world  "  and  the  "  Chess-circle."  The  latter  is  more 
confined  than  you  would  suppose  ;  there  not  being  fifty 
persons  in  London,  to  whom  the  first-rate  player  could  not 
give  a  Rook.  All  such  trials  of  skill  should  consist  of  not 
less  than  eleven  games  ;  and  he  who  wins,  on  the  average, 
six  out  of  the  eleven,  may  fairly  say  he  can  give  the  odds 
in  question,  whatever  they  may  be.  Indeed,  without  you 
could  ensure  winning  seven  or  eight  games  out  of  eleven, 
I  should  not  allow  that  you  had  fairly  got  over  the  Rook. 
It  is  absurd  to  suppose,  as  I  have  heard  it  asserted,  that 
the  Rook  is  not  so  much  to  give  as  the  Knight,  because  it 
cannot  so  speedily  be  brought^into  play.  Those  accustomed 
to  allow  large  odds,  well  know  the  difference.  In  giving 
the  Rook,  u«less  a  violent  attack  is  soon  concocted,  the 
game  becomes  highly  critical ;  and  you  can  frequently  get 
a  fine  position,  by  sacrificing  one  of  your  Rooks  for  a 
minor  piece;  but  it  is  seldom  you  can  do  this,  receiving 
the  Knight. 

The  odds  of  the  Knight  follow  the  Rook.  The  stiong- 
est  opening,  in  giving  the  Knight,  is  Captain  Evan's  game. 
You  may  diminish  the  odds  of  the  Knight,  by  receiving 
either  that  piece,  or  the  Rook,  in  exchange  for  the  Pawn 
with  one  or  more  moves. 

The  Pawn  and  three  moves,  the  Pawn  and  two  moves, 
and  the  Pawn  and  move,  are  the  lighter  odds;  and  are 
allowed  between  players,  nearly  matched,  according  as 
they  are  found  to  answer,  in  rendering  the  game  equal. 


116  THE    CHESS    PLAVER. 


The  Three  Games  played  by  Mr.  PHILIDOR,  at  one 

and  the  same  time. 

London,  March  13,  1790. 

Mr.  Philtdor  pliiypd  Three  Games  ;".t  once;  Two  with- 
out seeing  the  Boards, —  iiid  the  tl)ird,  looking  over  the 
Table.  His  opponents  were  the  lion.  H.  S.  Conway, 
Mr.  SuEi.DON,  and  Capt.  Smith.  The  Game(Mr.  Phi- 
LiDOR  being  allowed  to  see  the  Pieces)  w.is  against  Mr. 
CoNWAv ;  the  Move  he  gave  for  each  of  his  Adversaries. 

Hon.  II.  S.  CONWAY'S  Party. 

1.  B.  King's  Pawn,  2  squares. 
W.  The  same. 

2.  B.  King's  bishop  to  Q,.  bishop's  4th. 
W.   Q,.  bishop's  pawn,  1  sq    (1) 

3.  B.  Q.  kniglit  to  iiis  bi>liop's  3d.  (2) 
W.   K.  bishop  to  bis  queen's  3d. 

4.  B.  Q,    pawn  i  squire. 

W.  K.  bisiiop  to  a.  bishop's  2d. 

5.  B.  'J'iie  queen  to  her  K.  bishop's  3d. 
W.  The  queen  to  her  king's  2d, 

6.  B.  Q.  bisliop  to  a(lv(!rse  K.  knight's  4th. 
W.  K.  kniglit  to  his  liishop's  3d. 

7.  B.  K.  knight  to  his  king's  2d. 
W.  Q.   pawn  I  square. 

8.  B.  K.  r.  pawn  1  squire. 

W.  Q.  l>ishop  to  iiis  king's  3d. 

9.  B.  K.  bishop  to  Q.  knigiii's  3d. 
W.  Q.  kt.  pawn  i  squares. 

(l)Philidor  reprobates  tins,  when  It  is  the  second  move  of  the 
first  player:  but  playino;  it  as  the  second  player,  is  agreeable 
to  the  result  of  his  Third  Rigular  Party,  which  he  makes  an  even 
game.     Ed.  Ens.  edition. 

(2)  Better  the  Q.  pawn  2  squares.     E. 


THE    CHESS   PLAVER.  117 


10.  B.  The  king  castles  with  his  Q.  rook. 
W.  K.  r.  pawn  1  square: 

11.  B.  The  Q,.  bisihop  takes  the  knight. 
W.   The  queen  lakes  the  bishop. 

12.  B.  The  queen  takes  the  queen. 

W.  'I' he  K.  kt.  pawn  takes  the  queen. 

13.  B.  Q,.  pawn  1  square. 

W.  Q.  r.  pawn  2  squares. 

14.  B.  K.  b.  pawn  2  squares. 

W.  The  K.  pawn  takes  the  Q.  pawn. 

15.  B.  The  Q.  rook  takes  the  pawn. 
W.  Q,.  r.  pawn  I  square. 

16.  B.  The  K.  bishop  takes  the  bishop. 
W.  The  K.  b.  pawn  takes  the  bishop. 

17.  B.  K.  rook  to  its  queen's  square. 
W.  The  king  to  his  second  square. 

18.  B.  The  K.  knight  to  his  square. 
W.  Q.  knight  to  his  queen's  2d. 

19.  B.  K.  knight  to  his  bishop's  3d. 
W.  K.  r.  pawn  1  square. 

20.  B.  K.  pawn  1  square. 

W.  The  K.   kt.  pawn    in  K.  b.  file  takes  the 
king's  pawn. 

21.  B.  Tlie  K.  knight  takes  the  pawn. 
W.  The  knight  takes  the  knight. 

22.  B.  The  K.  b.  pawn  takes  the  knight. 
W.  Q,.  pawn  1  square. 

23.  B.  K.  rook  to  its  king's  square. 

W.  Q,.  rook  to  its  K.  bishop's  square. 

24.  B.  Q..  rook  to  its  queen's  3d. 

W.  Q,.  rook  to  its  K.  bishop's  4th. 

25.  B.  Q,.  kt.  pawn  1  square. 

W.  The  Q,.  T.  pawn  takes  the  pawn. 

26.  B.  The  Q,.  r.  pawn  takes  the  pawn. 
W.  The  Q,.  rook  takes  the  K.  pawn. 

27.  B.  K.  rook  to  its  bishop's  square. 
W.  Q.  rook  to  its  K.  knight's  4th. 


118  THE.  CUKSS   I'LAYEK. 


23.     B.  K.  kt.  piwn  1  sqtiaro. 

W.  K.  rook  to  iis  knight's  square. 

29.  B.   K.  knight  to  his  king's  2(1. 
W.    Pawn  ni  K   filu  1  square. 

30.  B    Q   rook  to  its  K    hishop's  8J. 
W.  K.  riMtk  to  its  knight's  2(1. 

31.  B.  Q   rook  to  a(lver>e  K.  hisiiop's  3d. 
W.   The  bishop  to  his  queen's  3<l. 

32.  B.  Q.  rook  to  adverse  K.  rook's  2d. 
VV.  K.  rook  to  K.  knigiii's  M. 

33.  B.  'The  rook  takes  llie  rook. 
W.  The  rook  takes  the  r<»ok, 

34.  B.   The  rook  to  adverse  K.  bishop's  4th. 
W.  Pawn  in  K    lilo  1  scjnare. 

35.  B.  Tlie  rook  tak(!s  the  K.  r.  pawn. 

W.   The  bisliop  takes  tlie  K.  kt.  pawn. 

36.  B    Th<?  kniglit  tikes  tlie  bishop. 
VV^   The  rook  takes  the  knight. 

37.  B.   The  king  to  his  queen's  2d. 
W.   Tlie  kill!  to  his  queen's  :?(!. 

38.  B.  The  rook  to  adverse  K   rook's  .square. 
W.  "'he  king  to  his  Q,.  bishop's  4tli. 

39.  B.  Q-.  b.  pawn  I  .-qiiare. 
W.  Q..  kt.  pawn  I  square. 

40.  B.   The  Q.  b.  pawn  takes  the  pnwn. 
VV.  The  kinirto  adverse  queen's  4lh. 

41.  B.   The  rook  to  adverse  K.  rook's  3d. 

W.  The  rook  to  adverse  K.  kuiglit's  2d,  giving 
check. 

42.  B.    I'he  king  to  bis  Q.  bishop's  square. 
W.   Pawn  in  K.  file  1  s(piare. 

43.  B.   'I'lie  rook  takes  the  Q,.  b.  pawn. 

W.  The  rook  gives  check,  at  adverse K.  knigbt'i 
square. 

44.  B.  'I'lie  king  to  his  d.  knight's  2d, 
W,  Pawn  in  K.  file  1  square, 


TUB    CIIE£iS    PLAYKR.  119 


45.  B.  Tlse  rook  to  adverst;  kind's  .'Jd. 
W.      P.iuii  ill  K.  tile  iiiiiki  s  ii  queen. 

46.  B.      Tlie  rowk  lakes  llie  (iii»;eii. 

\V.     The  rook  takes  ilie  rouk  and  wins. 


Mk.  SHELDON'S  PARTY. 

1.  B.   King's  pawn  2  s-quares. 
W.  T!ie  same. 

2.  B.  K.  bishop  to  his  Q.  [>ishop's  4tb. 
W.  Q.  b.  pav\n  I  .sqiiiir«\ 

3.  B.  K.  kniglit  to  his  bibliop's  3d.  (1.) 
W.   Q.  pawn  2  >quares. 

4.  B.   'J'he  pfiwi)  takes  ilie  pawn. 
W.  The  pawn  takes  the  pawn. 

6.     B.  K.  I>i.<h(>p  to  his  Q.  knight's  3d. 
W.  Q.  knight  to  his  bishop's  3d. 

6.  B.   Q.  pawn  2  ^qIl:lr^■s. 
W.  K.  pawn   1  t-qiiare. 

7.  B.  K.  kiiiglit  to  advcTse  king's  4tb. 
W.  Q.  bl^ihop  t«)  his  king's  3d. 

8.  B.  Tlie  king  earths. 

W,  K.   b.  pawn  I  square. 

9.  B.   The  knight  lakes  the  knight. 
VV.  The  pawn  takes  the  kniglit. 

10»     B.   K.  b.  pawn  1  if^qiiare. 
W.  'i'lie  same. 

11.  B.  Q.  bishop  to  his  king's  3d. 
W.   K.  knight  to  his  l)ishop's  3d. 

12.  B.  Q.  knight  to  liis  queen's  2d. 
W.   K.  bishop  to  his  queen's  3d. 


(1.)  Q.  pawn  ?  squares,  or  the  queen  to  her  king's  second,  is  ihe 
proper  ahcrnativc,  in  this  position,  to  the  exclusion  of  the  nor* 
made  and  eveiy  bubstitutiun.     E. 


120  THB    CHESS   PLATER. 


13.  B.  Q,.  b.  pawn  2  squares. 
W.  The  king  castles. 

14.  B.  K.  bishop  to  Q.  rook's  4th. 
W.  The  queen  to  lier  bishop's  2d. 

15.  B.  K.  b.  pawn  1  square. 

W.  The  knight  to  adverse  K.  knight's  4th. 
16-     B.  The  queen  to  her  king's  2d. 
W.  The  knight  lakes  the  bishop. 

17.  B.  The  queen  takes  the  knight. 
W.  Q,.  b.  pawn  1  square. 

18.  B.  The  knight  to  his  Q.  knight's  3d. 
W.  The  Q,.  pawn  takes  the  pawn. 

19.  B.  The  knight  takes  the  Q..  b.  pawn. 
W.  The  bishop  takes  the  knight. 

20.  B.  The  pawn  takes  the  bishop. 

W.  Q,.  rook  to  its  Q,.  bishop's  square. 

21.  B.  Q,.  pawn  I  square,  to  ad  verse  Q,.  bishop's  3d. 
W.  K.  rook  to  its  queen's  square. 

22.  B.  K.  rook  to  its  queen's  square. 
W,  K.  rook  to  adverse  queen's  3d. 

23.  B.  The  rook  takes  the  rook. 

W.  The  Q,.  b.  pawn  takes  the  rook. 

24.  B.  The  bishop  to  his  Q,.  knight's  3d. 
W.  The  bisiiop  takes  the  bishop. 

25.  B.  The  pawn  takes  the  bishop. 
W.   The  queen  to  her  knight's  3d. 

26.  B.  The  king  to  his  bishop's  2d. 
W.  The  queen  takes  the  queen. 

27.  B.  The  king  takes  the  queen. 
W.  The  rook  takes  the  pawn. 

28.  B.  The  rook  takes  the  pawn. 
W.   The  rook  to  its  queen's  3d. 

29.  B.  The  king  to  his  queen's  2d. 
W.  The  K.  pawn  gives  check. 

30.  B.  The  king  takes  the  K.  pawn. 
W.  Q.  pawn  1  square. 


THE    CHESS    PLAYER.  131 


31.     B.  The  rook  to  its  Q.  rook's  square. 

W.  'J'lie  Q.  pawn  makes  a  queen,  w  hich  is  ex 
changed  tor  the  black  rook  ;  and  the  whtto 
party  wins. 


CAPT.  SMITH'S  PARTY. 

1.  B.  King's  pawn  2  square.  y 
W.   'I' he  same. 

2.  B.  K.  l)ish.)p  to  a.  bishop's  4ih. 

W.  K.  knight  to  his  bishop's  3d.  (I.) 

3.  B.  Q..  pawn  I  ^quare. 
W.  Q,.  b.  pawn  1  t^quare. 

4.  B.  Q,  bishop  to  adverse  K.  knight'a  4th.  (2.) 
W.  K.  r.  pawn  I  ?quare. 

5.  B.  The  bishop  lakes  the  knight. 
W.  The  queen  takes  the  bishop. 

6.  B.  Q..  knight  to  his  bishop's  3d. 
W.  Q,.  kt.  pawn  2  squares. 

7.  B,  K.  bishop  to  his  Q.  knight's  3d. 
VV.  Q..  r.  pawn  2  squares. 

8.  B.  Q.  r.  pawn  I  square. 

W.   K.  bishop  to  Q.  bishop's  4th. 

9.  B.  K.  knight  to  his  bishop's  3d. 
W.  Q,.  pawn  1  square. 

10.  B.   The  queen  to  her  2d  square. 
W.  Q,.  bishop  to  liis  king's  3d. 

11.  B,  The  K.  b.  takes  the  bishop. 

W.  The  K.  b.  pawn  takes  the  bishop* 

12.  B.  The  king  castles  with  his  rook. 
W.  K.  kt.  pawn  2  squares. 

13.  B.  K.  r.  pawn  I.  sfjuare. 

W.  The  knight  to  liis  queen's  2d. 

(1.)  Philidor  ventures  a  move,  which,  according  to  the  ob 
■ervation  closing  his  Second  Regular  Party,  must  be  in  some 
degree  disadvantageous.  His  third  move  deviates  frcm  that  ex. 
mmple  ;  bo  that  he  cannot  be  circumvented  by  routine.    E. 

(2.)  The  queen  t«  the  king's  second,  or  K.  b.  pawa  twosquant 
were  better.    E. 

11 


123  THE    CHESS   PLATER. 


14.  B.  K.  knight  to  his  K.  rook's  2d. 
W.     K.  r.  pawn  1  sq. 

15.  B.     K.  kt.  pawn  1  square. 

W.  The  king  to  his  2d  square. 

16.  B.  The  king  to  his  knight's  2d. 
W.  Q.  pawn  1  square. 

17.  B.  K.  b.  pawn  1  square, 

W.  The  knight  to  his  K.  bishop's  square. 

18.  B.  Q.  knight  to  his  king's  2d; 

W.  The  knight  to  his  K.  knight's  3d. 

19.  B.  Q.  b.  pawn  1  square. 

W.  Q,.  rook  to  its  K.  knight's  square. 

20.  B.  Q,.  pawn  1  square. 

W.  The  bishop  to  his  Q.  knight's  3d.     ' 

21.  B.  The  Q.  pawn  takes  the  K.  pawn. 
W,  The  queen  takes  the  Q,.  pawn. 

22.  B.  Q,.  knight  to  his  queen's  4th. 
W.  The  king  to  his  queen's  2d. 

23.  B.  Q.  rook  to  its  King's  square, 
W.  K.  r.  pawn  1  square. 

24.  B.  The  queen  to  her  K.  bishop's  2d. 
W.  The  bishop  to  his  Q.  bishop's  2d. 

25.  B.  Q.  knight  to  his  king's  2d, 

W,  The  K.  r.  pawn  takes  the  pawn. 

26.  B.  The  queen  takes  the  pawn. 
W.  The  queen  takes  the  queen. 

27.  B.  The  knight  takes  the  queen. 

W.  The  knight  gives   check,    at  adverse   K, 
bishop's  4th. 

28.  B.  The  king  to  his  rook's  square. 
W.  The  K.  rook  takes  the  pawn. 

29  B.  K.  rook  to  its  king's  knight's  square, 

W.  TheK.  rook  takes  the  K.  knight, checking. 

30  B.  The  king  takes  the  rook. 

W,  The  rook  checks,  at  its  K.  rook's  square. 
31.     B.  The  Knight  interposes,  at  adverse  K.  rook's 
4th. 


THE    CHESS   PLAVER.  VQ 


W.  The  rook  takes  the  Knight,  checking. 

32.  B.  The  king  to  his  kuiglu's  3d. 

W.  'IMie  knight  to  adverse  K.  rook's  3d.  dis- 
covering check  from  the  bishop. 

33.  B.  The  king  to  his  knight's  4th. 

W.  The  rook  to  adverse  K.  rook's  4th,  giving 
check-mate. 


The  reader  will  perceive  that  the  black  king  should  have 
been  moved  to  his  knight's  second,  and  not  to  his  knight's 
fourth,  by  which  the  mate  would  have  been  averted,  although 
the  ascendancy  had  been  decisive.  If  a  blemish  is  in  the 
33d  move  conspicuous,  so  was  brilliant  manoeuvring  in 
preceding  stages.  These  exhibitions  of  play  are  not  indis- 
criminately models.  It  would  be  invidious  to  distinguish 
the  strokes  of  excellence  from  the  traits  of  secondary  skill : 
And  yet  it  seemed  due  to  the  pupil  to  mark,  in  the  open- 
ing of  each  game,  any  step  which  it  were  unquestionably 
improper  to  imitate.  Playing  any  of  these  parties,  with 
an  endeavor  to  find  the  place  at  which  the  move,  or  other 
advantage,  was  recovered  or  abandoned,  will  conduce  to 
insight  and  improvement. 

The  Editor  cannot  express  greater  admiration  than  he 
feels,  at  the  talents  which  supported  the  masterly  professor 
in  a  successful  combat  with  distinguished  players,  under 
combined  difficulties  and  privations  voluntarily  encounter- 
ed. The  chance  of  confusion  in  the  picture  in  his  mind, 
furnished  some  dependence  to  his  opponents ;  but  it  was 
scarcely  to  be  expected,  that  a  player,  so  completely  ex- 
ercised, should  be  drawn  into  a  novel  situation,  or  an  un- 
tried combination  ;  or,  if  such  could  be  offered  to  him, 
that  his  progress  would  be  embarrassed. 


124 


THE    CHESS    PLAYER. 


EXAMPLES 

Of  various  Openings,  Motes,  Sit  nations,  Sfc. 

W.  for  white— -B.  Black — k.  king— -q.    queen — kt.   knisht— bish. 

bishop — adv.  adverse — eh.  check — sq.  square— c.  castle. 


Game  i. 

Scholar's  Mate. 
W.   king's  pawn,  2  sq. 

1.  B.  the  same. 

W  k.  bish.  toq.  bish.4tli. 

2.  B.  the  same. 

W.  q.  to  adv.  k.cast.  4th. 

3.  B.  q.  pawn  1  squart.-. 
W.  q.    takes    k.    hish.  p. 

and  ijives  clieck-mate. 

Game  2. 

W.  k.  pawn  2  squares. 

1.  B.  the  same. 

W,  q.  pawn  I  square. 

2.  B.  k.  kt.   |)awn  1  square. 
W.  k.  kt.  to  k.  bish.  3d. 

3.  B.  k.  bish.  pawn  2  sq. 
W.  k.  p.  takes  the  |)awn. 

4.  B.   k.  kt.  p.  takes  the  p. 
W.  k.  kt.  likes  the  p. 

5.  B.  q.  pawn  1  square. 
W.    q.    cher.ks    at    adv. 

castle's  4th. 

6.  B.  k.  to  his  second  sq. 
W.  q.    gives  checkmate 

at  adv.  k.  bisli.  2d   sq. 

Game  3. 
W.  k.  pawn  2  squares, 
1.  B.  the  same. 

W.  q.  bisl).  p.  1  square. 


2.  B.  q.  pawn  2  squares. 
W.  k.  pawn  takes  it. 

3.  B.  q.  takes  the  pawn. 
W.  q.  |)aun  2  squares. 

4.  B.  q.  kt.  to  q.  bish.  3d. 
W.  q.  bisl).  lo  kinjr's  3d, 

5.  B.  q.   bish.  lo  his  k.  bish. 

4th. 
W.  q.  bish.  pawn  1  sq. 

6.  B.  q.  yives  check. 
W^.  bishop  interposes. 

7.  B.  q.  lo  her  kt.  3d. 
W.  q.  pa\»  n  1  sq. 

8.  B.  kt.  to  while  q.  4th. 
JJlack  IV ins  the  game. 

Game  4. 
W.  k.  pawn  2  squares, 

1.  B.  the  sau)e. 

W.  k.bish.  toq.  bish.  4th. 

2.  B.  the  same. 

W,  q.  bisli,  pawn  1  sq. 

3.  B.  k.   kt.  to  his  biih.  3d. 
W.  q.  pawn  2  squares. 

4.  B.  pawn  lakes  it. 

W.  pawn  takes  the  pawn. 

5.  B.  bishop  wives  check, 
W.  bishop  interposes, 

6.  B.  bisliop  takes  it  with 

check. 
W.     kt.    takes     it    and 
white's   game  is   best 
opened. 


THE    CHESS    PLAYER. 


125 


Gaivte  5. 
W.  k.  pawn  2  squares. 

1.  B.  the  same. 

^     W.  q.  bishop's   pawn  1 
square. 

2.  B.  k.  kt.  to  his   bishop's 

Sd. 
W.  q.  pawn  2  squares. 

3.  B.  k.  kt.  takes  the  pawn. 
W.  q.  to  her  king's  2d. 

4.  B.    k.    bishop's  pawn  2 

squares. 
W.  k.    bishop's  pawn  1 
^         square. 

5.  B.  q.  checks  the  king. 
W.    pawn     covers     the 

check. 

6.  B.  kt.  takes  the  pawn. 
W.  q.  checks  the  king 

and  wins  the  game. 


W.  castles.  /?  .1 

An  equal  game. 


Game  6. 
W.  k.  pawn  2  squares. 

1.  B.  the  saine. 

W.  q.  bish.  pawn,  I  sq. 

2.  B.  q.  pawn  2  squares. 
W.  pawn  takes  it. 

3.  B.  q.  takes  the  pawn. 
W.  q.  bish.  pawn  1  sq. 

4.  B.  q.  to  her  own  sq. 

W.  q.  kt.  to  his  q.  bish. 
3d. 

5.  B.  q.  bish.  pawn  2  sq. 
W.  k.  kt.  tohis  bish.  3d. 

6.  B.  q.  kt.  t)  hisq.  bish.  3d. 
W.  k.  bi3h.  to  his  k.  2d. 

7.  B.  k.  bish.  to  the  q.  3d. 

11* 


Game  7. 
W.  k.  pawn  2  squares. 

1.  B.  the  same. 

W.  k.  bish.  to  q.  bish.  4th. 

2.  B.  q.  bish.  pawn  1  sq. 
W.  q.  pawn  2  squares. 

3.  B.  pawn  takes  the  pawn. 
W.  q.  takes  the  pawn. 

4.  B.  q.  kt.  pawn  2  sq. 

W.  k,  bish.  to  his  q.  kt. 
3d. 

5.  B.  q.  bish.  pawn  I  sq. 
W.  bish.  takes  k.  bish.  p. 

and  gives  check. 

6.  B.  king  takes  the  bishop. 
W.  q.  gives  check  at  adv. 

q.  4ih. 

7.  B.  k.  to  his  square. 
W.  q.  takes  the  castle. 

8.  B.  q,  kt.to  hisq.  bish.  3d. 
W.  q.  castle's  pawn  2  sq. 

9.  B.  q.  gives  check   at  her 
castle's  4th. 

W.  q.    kt.    interposes  at 
bish.  3d. 

10.  B.  k.  kt.  to  king's  2d. 
W.  b.  to  adv.  k.  kt.  4th. 

11.  B.  k.  to  his  q.  square. 
W.  king  castles. 

Black  should  win  hy  gain" 
ing  adv.  queen. 


Game  8.     • 
W.  k.  pawn  2  squares 


126 


TUB    CHESS    PLAYER. 


1.  B.  the  same, 

W.  q.  bisli.  pawn  I  sq. 

2.  B.  k.  kt.  to  k.  bish.  3d. 
W.  q    pawn  2  squares. 

3.  B.  pawn  takes  the  pawn. 
W.  k.  pawn  1  square. 

4.  B.  k.  kt.  toq.  4th. 

W.  privvn  takes  the  pawn. 

5.  B.  bish.  gives  check. 
W.  kt.  to  his  q.  bish.  3cl. 

6.  B.  kt.  takes  the  knight. 
W.  q.  to  iier  kt.  3d. 

7.  B.  kt.  to  his  q.  4th  wins 
the  game. 


Game  9. 

B.  king's  pawn  2  sq. 

1.  W.  the  same. 

B.   k.  bish.  toq.  bish.  4th. 

2.  W.  the  same. 

B.  q.  to  adv.  k.  castle  4th. 

3.  W.  q.  to  her  king's  2d. 
B.  k.  kt.  to  his  b.  3d. 

4.  W.  q.  pawn  1  sq. 

B.  k.  kt.  to  adv.  kt.  4th. 

5.  W.  k.  kt.  pawn  I  sq. 

B.  bish.   takes   the  pawn 
clieckitig. 

6.  W  q.  takes  the  bishop. 
B.  ki.  tiikestlie  q'leeii. 

7.  "W.  p.  tiikes  the  queen. 
B.  kt.  takes  the  castle. 

8.  W    k.  kt.  to  his  b.  3d. 

White  loses. 

G\ME     10. 

W   k  pawn  2  squares. 


1.  B.  the  same. 

W.  k.  bishop  to  q.  bish. 
4th. 

2.  B.  q.  kt  to  his  q.  bishop 

3d. 
W.   q.    bishops  pawn  1 
square. 

3.  B.    k.    castle's    pawn    1 

square. 
W.  q.    castle's   pawn   1 
square, 

4.  B.  k.  kt.  pawn  1  square. 
W.  q.  pawn  2  squares. 

5.  B.  pawn  takes  the  pawn. 
W.  pawn  takes  the  pawn. 

6.  B.  k.  bish.  to  liis  kt.  2d. 
W.  k.  kt.  to  his  bishop's 

3d. 

7.  B.  q.  pawn  1  square. 
W.   k.   castle's   pawn    1 

square. 

8.  B.  q.  bish.  to  his  queen's 

2d. 
W.  q.  kt.  to  his  bishop's 
3d. 

9.  B.   k.   kt.    to  his  king's 

2d.     An  equal  game. 


Game.  11. 

W.  k.  pa^vn  2  squares. 

1.  B.  the  same. 

W,  k.  bish.  to  q.  bishop's 
4th. 

2.  B.    q.    bishop's    pawn   1 

square. 
W.  k.  kt.  to  his  bishop's 
3d. 


•rue  CRESS  player. 


127 


3.  B.  q.  pawn  2  squares. 
W.  k.  bifh.  to  q.  kt.  3d. 

4.  B.    q.    puwii    takes    the 

pawn. 
W.    k.    kt.     takes    the 
pawn. 

5.  B.  q.  to  k.  kt.  4th. 
W.  q.  pawn  2  squares. 

6.  B.  q.  lakes  kt.  pawn 
W.  casile  to  his  bishop's 

gquare. 

7.  B.    q.    bishop    to    black 

castle's  3d. 
W.  q.  kt.  to  q.  2d. 

8.  B.   k.   kt.  to  liis  castle's 

3d.    Black  should  win. 


Game  12. 
W.  k.  pawn  2  squares. 

1.  B.  the  same. 

W.  k.  bishop  to  q.  bish. 
4th. 

2.  B.  q.  bisliop's  pawn  1  sq. 
W.     bishoj)     takes     the 

pawn  and  cliecks. 

3.  B.  k.  takes  the  bishop. 
W.  q.  gives  check. 

4.  B.  k.  to  his  3d  square. 
W.     q.     to    her     king's 

bishop's  5th  checking. 
6.  B.  k.  to  his  q.  3d  square. 

W.  q.  pawn  2  squares. 
6.  B.  q.  to  the    k.   bishop's 
3d. 
W.  pawn  takes  the  pawn 
with   check  and  ,\vins 
the  game.     '   r   * 


Game  13. 
W.  k.  pawn  2  squares. 

1.  B.  q.  kt.  pawn  I  square. 
W.  q.  pawn  2  squares. 

2.  B.  q.  bishop  to  q.  kt.  2d. 
W.  k.  bishop  to  q.  3d. 

3.  B.  q.  kt.  to  q.    bishop's 

3d. 
W.  q.  bishop  to  king's 
3d. 

4.  B.    k.    kt.    pawn  1   sq, 
W,   k.  bishop's  pawn  2 

squares. 

5.  B,  k.  bishop  to  k.  kt.  2d. 
W.  k.  kt.  to  k.  bishop's 

3d. 
B.  the  same. 
-W.  q.  bishop's  pawa  3 

squares.  •  * 

B.  kuig  castles. 
W.  q.  kt.  to  his  bishop's 

3d. 

The  white  should 
castle  on  the  queen's 
side,  and  by  advancing 
the  patens  on  the  other 
wing,  he  will  have  a 
safe  game  and  a  good 
attack. 

Game  14. 

W.  k.  pawn  2  squares. 
B.  the  sari  C; 
W.  k.  bishop  to   his   q. 
bish.  4th. 
,  B.  q.  bishop's  pawn  1  sq. 
W.  k.  kt.  to  his  bish.  3d. 


12S 


THE    CHESS    PLAYER. 


3.  B.  q.  pawn  2  squares. 
W.  b.  to  the  q.  kt.  3d. 

4.  B.  pawn  takes  the  pawn, 
W.  kt.  takes  the  pawn. 

5.  B.  q.  to  her  k.  kt.  4th. 
W.  k.  kt.  takes  the  pawn. 

6.  B.  q.  takes  the  kt.  p. 
W.  castles  to  the  bish.  sq. 

7.  B.  q.  bish.  attacks  the  q. 
W.  p.  covers  the   attack. 

8.  B.  pawn  takes  the  pawn. 
W.  castles  to  k.  bish,  2cl. 

9.  B.  q.  tolhekt.  sq.  checks. 
W.  castle  interposes. 

10.  B.  p.  gives  check-mate. 

Game  15. 
W.  k.  pawn  2  squares. 

1.  B.  k.  pawn  I  square. 
W.  q.  pawn  2  squares 

2.  B.  q.  b.  pawn  I  square. 
W.  k.  bistiop  to  q.  3d. 

3.  B.  k.  bishop  to  k  2d. 
W.  k.  kt.  to  his  b.  3d. 

4.  B.  the  same. 

W.  k.  castle's  p.  2  sq. 

5.  B.  k.  castles. 

W.  k.  pawn  1  square. 

6.  B.  k.  kt.  to  q.  4th. 

W.  k  bish.  takes  castles 
pawn,  checkirjg. 

7.  B.  kiiiij  takes  bishop. 
W.  k.  kt.  gives  check. 

8.  B,  k.  to  his  kt.  square. 
W.  q.  to  adv.  k.  cast.  4th. 

9.  B.  k.  bish.  takes  the  kt. 
W.  k.  castles  p.  takes  the 

bishop. 


10.  B  k.  bish.   p.  2  squares. 

W.  the  double  p.  1  sq. 

11.  B.  the   queen  may  pro- 

tract the  mate  one  hope- 
less  turn  hy  sacrificing 
herself. 

Game  16. 

W.  k.  pawn  2  squares. 

1.  B.  the  same. 

W.  k.  kt.  to  his  bish.  3d. 

2.  B.  k.  bish.  pawn  1  sq. 
W.  k.  kt.  takes  the  p. 

3.  B.  q.  to  her  king's  2d, 
W.  k.  kt.  returns  to  bish. 

3d. 

4.  B.  q.  takes  p.,  checking. 
W.  bishop  interposes. 

White  has  a   superior 
situation. 

Game  17. 

B.  k.  pawn  2  squares. 

1.  W.  the  sanie. 

B.  k.  kt.  to  bishop's  3d. 

2.  W.  q.  kt.  to  bishop's  3d. 
B.  k.  bish.  to  q.  bish.  4th. 

3.  W.  the  same. 

B.  q.  bish.  pawn  1  sq. 

4.  W.  k.  kt.  to  the  bish.  3d. 
B.  q.  pawn  2  squares. 

5.  W.  k.  pawn  takes  it. 
B.  q.  bishop's  pawn  takes 

the  pawn. 

6.  W.  k.  bishop  gives  check. 
B.  q.  bishop  interposes. 


THE    CflESS    PI,AYE«. 


129 


7.  W.  h.  takes  the  b.  clieck- 

iiig. 
B.  q.  kt.  tak«s  the  hish 

8.  W.  q.  p-iwii  2  squares'. 
B   k.  p.  takt;.s  I  he  pawn. 

9.  W.  k.  ki.  takt^.s  the  pawn. 
B    q    to  hpr  kt.  3(J. 

10.  W.  q.  kt.  to  the  k.  2d. 

An  I qtial game. 


W.  k. 


Gamk  18. 
pawn  2  sq. 


1.  B.  the  sanin. 
W.  k.  bish.   to   q.   bish, 

4th. 

2.  B.  q.  bish.  pawn  1  sq, 
W.  k.  kt.  to  bish.  3cl. 

3.  B.  q.  pawn  2  sq. 

W.  pawn  takes  the  pawn. 

4.  B.  k.  pawn  1  .«q. 

W,  k.  kl.  to  k.  5lh  sq. 
6.  B.  piwn  lakj's  the  |)auM. 
W.  k.  kt.  takes  the  |)av\n. 

6.  B.  k,  takfs  the  ktii<£ht. 
W.    q.    jrives    clieck    at 

ca-th's  fiih. 

7.  B.  k.  to  his  3(J  sq. 

W.  q.  gives  check  at  her 
k.  kt.  4th. 

8.  B.  kin-i  to  his  q.  3d. 
W.  q.  at   her   k.   kt.  3d. 

ch;  cks. 
Black  /osis  by  any  other 
defence. 


Game  19. 
W.  k.  pawn  2  sq. 


1.  B.  the  same. 

W.  k.    bis  I),   to  q.  bish. 
4ih. 

2.  B.  q.  bish(»p's  pawn  1  sq. 
W.  k.  kt.  loiiis  bish.  3d. 

3.  B.  q.  p.iwu  2  sq. 

W.  k.  l>ish()p  toq.  kt.  3d. 

4.  B.  |)i\VM  liikt's  the  pawn. 
W.  kt.  takes  the  pawn. 

5.  B.  k.  kl.  lo   his   castle's 

3d. 
W.  q.  pawn  I  sq, 
G.   B    tiikt's  tlie  pawn. 

W.  q.   bishoj)  takes  the 

kiiiirlit. 

7.  B.  pawn  takes  the  pawn. 
W.  bi.^hop  takes  the  bish. 

pawn  with  check. 

8.  B.  king  to  his  2(1  sq. 
W.  bishop   gives  check- 
mate. 


Game.  2!). 
W.  kiii!>'s  pawn  2  sq. 

1.  B.   the  same. 

W.  k.  bishop  to  q.  bish. 
4th. 

2.  B.  q.  bish.  p.  1  sq. 

VV.  q.  to   lo  k.    castle's 
5th. 

3.  B.  q.  to  her  k.   bish.  3d. 
W.  k.  kt.  to  liis  bish.  3d. 

4.  B.  q    pawn   1  sq. 

W.  k.  kt.   to  his  5fh  sq. 

5.  B.  kt.  defends  the  attack. 
W.  q.  pawn  1  sq. 

6.  B.    pawn     attacks     the 

queen. 


130 


THB    CHESS   PLAYBR. 


Bl'tcks  game   is   best 
opened. 

Game.  21. 

B.  k.  kt.  pawn  ti  sq. 

1.  W.  k.  pawn  2  ^;q. 

B   k   bisli.  pawn  I  sq. 

2.  W.  q.  gives    clieck-niate 

at  adv.  k.  castle's  4th. 

Game  22. 

B.  k.  pawn  2  sq. 

1.  W.  the  same. 

B.  k.  kt.  to  his  bish.  3(1. 

2.  W.  k.   bishop's    pawn   2 

squares. 
B.  k.  kt.  takes  k.  pawn. 

3.  W.  q.  to  her  king's  2d. 
B.  q.  gives  check. 

4.  W.   k.    kt.   pawn    inter- 

poses. 
B.  k.  kt.  tnkes  kt.  pawn. 

5.  W.    q.    takes   the   pawn, 

checking. 
B.  k.  bishop  interposes. 

6.  W.  k.  kt.  to  his  bishop's 

3d. 
B.  q.  to  her  k.  caslle's4th. 

7.  W.  q.  trikes  k.  kt.  pawn. 
B.  kt.  takes  the  castle. 

8.  W.    q.  takes  the  castle, 

checking. 
B.  k.  bishop  interposes. 

9.  W.  q.  gives  check. 

B.  q.  takes  the  queen. 

10.  W.  k.  bish.  pawn  takes 

queen. 


B.  k.  bish.  to  q.  bish.  4th. 

11.  W.  q.  pawn  2  sq. 

B.  k.  bish.  to  q.  kt.  3d. 

12.  W.  k.  bish.  to  k.  kt.  2d. 

must  win  a  piece. 

—     ,  y/  n 

Game  23. 
B.  k.  pawn  2  squares. 

1.  W.  the  same. 

B.  k.  kt.  to  the  bish.  3d. 

2.  W.  q.  pawn  1  square. 
B.  q.  pawn  2  squares. 

3.  W.  k.  bish.  pawn  2  sq.    J 
BT  q.  p.  takes  the  k   p. 

4.  W.  k.  bish.  p.  takes  k.  p. 
B.  k.  kt.  to  adr.  kt.  4lh. 

5.  W.  q.  pawn  1  square. 

B  q.  pawn  to  adv.  k.  3d. 

6.  W.  k.  kt.  to  castle's  3d. 
B.  k.  kt.  takes  k  castle's 

pawn. 

7.  W.  //  the  king's  castle 

fakes  thr  knight,  the 
position  loill  be  ruined 
by  a  check  from  the 
black  queen.  '1  here- 
fore  the  q.  bish.  takes 
the  pawn. 
B  k.  kt.  takes  thek.  bish. 

8.  W.  k.  castle  takes  the  kt. 
B.  q.  bish.  takes  the  kt. 

9.  VV.   k.    kt.  p.  takes  the 

bishop. 
B.  q.  gives  check. 

10.  W.  q.  bishop  interposes. 
B.  q.  takes   the  undefen- 

ded  pawn,   black  has 


THE   CRESS  PLATER. 


131 


gained  a  pawn  and  has 
a  better  game. 


Game  24. 
W.  k.  pawn  2  sq. 

1.  B.  the  s.ime. 

W.-k.  kf.  to  his  bish.  3d. 

2.  B.  k.  bish.  pawn,  1  sq. 
W.  k.  kt.  takes  the  p. 

3.  B.  k.  bish.  p.  takes  the  kt. 
W.  q.  gives  check. 

4.  B.  k.  ki.  pawn  interposes. 
W.  q.  takes  k.  p.  check- 
ing. 

5.  B.  q.  interposes. 

W.  q.  takes  the  castle. 

6.  B.  k.  kt.  to  his  bish  3d. 
W.  q.  pawn  2  squares. 

7.  B.  q.  takes  the  p.  check- 
•   iug. 

W.  q.  bishop   interposes, 
a  B.  k.  kt.  to  adv.  kt.  4th. 

Game  25. 

W.  k.  pawn  2  squares. 

1.  B.  the  same. 

W.  k.  kt.  to  his  bish.  3d. 

2.  B.  k.  bish.  pawn  1  sq. 
W.  k.  kt.  takes  the  p. 

3.  B.  k.  bish.  p.  takes  thekt. 
W.  q.  gives  check. 

4.  B.  k.  to  his  2d  square. 
W.  q.  takes  k.  p.  check- 
ing. 

5.  B.  k.  to  his  bishop's  2d. 
W.  k.  bish.  gives  check. 

6.  B.  q.  pawn  interposes. 


W.  k.  b.  takes  the  p.  aod 
checks. 

7.  B.  k.  to  his  kt.  3d. 
W.  k.  castles  p.  2  sq. 

8.  B.  k.  bish.  to  q.  3d  sq. 
W.  k.  castle's  p.  checks. 

9.  B.  k.  to  his  castle's  3d. 
W.  q.  p.  2  sq.  discover- 
ing check. 

10.  B.  k.  kt.  p.  interposes. 
W.  q.  takes   the  castle, 

and    mates    in  a   few 
moves. 

Game  26. 
W.  k.  pawn  2  squares. 

1.  B.  the  same. 

W.  k.  kt.  to  his  bishop's 
3d. 

2.  B.  k.  bishop's  pawn  1  sq. 
W.  k.  kt.  takes  the  pawn. 

3.  B.  k-    bish.  pawn  takes 

the  kt. 
W.  q.  gives  check. 

4.  B.  k.  to  his  2d  sq. 

W.   q.   takes    k.   pawn, 
checking. 

5.  B.  k.  to  his  bishop's  2d. 
W.  k.  bishop  gives  check. 

6.  B.  k.  to  his  kt.  3d. 

W.  q.  to  adv.  k.  bishop's 
4th.  checking, 

7.  B.  k.  to  his  castle's  3d. 
W.  q.  pawn  2  squares 

discovering  check. 

8.  B.  k.  kt.  pawn  interposes. 
W.  k.  castle's    pawn  2 

squares. 


132 


THE   CHESS   PLAYER. 


0.  B  q.  ic)  litT  king's  2d. 
W.  k.    bi?lio|)  takes  ihe 
p:iun,  checking. 

10.  B.  k.  to  his  ki.  2d. 

W.     bisliop     takes    the 
qneeii. 

11.  B.  bh'w.  takes  the  bishop. 
W.  q   checks  at  adv.  k. 

bishop's  2d. 

12.  B.  kinL'  removes. 
W.  k.  kt.  pawn  2  sq. 

13.  B.  q.  paw  n  2  ?q. 

W.   k.    kt.    pawn   gives 
chtck. 

14.  B.  k    bishop  takes  it. 
W.  k.  casiU  's  pawn  tak- 

intr  the  bishop,    gives 
nnd    discovers  check. 

15.  B.  k.  takes  (he  pawn. 
W.  k.  castle,  checks  at 

at  adv.  castle's  4fh. 

16.  B.  k.  to  adv.  kt.  4th. 
W.  k.  bi.shop  gives  check 

mate. 


G.\ME  27. 

W.  q.  pawn  2  sq. 

1.  B.  q.  pawn  the  same. 
W.  q.  bishop's  pawn   2 

S"jUa;er. 

2.  B.  pawn  takes  the  pawa. 
W.  king's  pawn  1  sq. 

3.  B.  q.  kt.  pawn  2  sq. 
W.    q.   cistle's  pawn  2 

squares. 

4.  B.  q.  bishop's  p.  1  sq. 
W.  pawn  takes  the  pawn, 

6.  B.  pawn  takes  the  pawn. 


/  W.  q.  in  k.  bishop's  3d 
square,  v-  ins  the  game. 
ZJy  (h'faulivg  the  pawn 
the  ^  aniit  is  ioat. 


Gamk  28. 
W.  q.  pawn  2  squares. 

1.  B.  q.  pawn  the  same. 
W.  q.  b.  pawn  2  sq. 

2.  B.  pawn  takes  the  pawn. 
W.  k.  pawn  1  sq. 

3.  B.  k,  pawn  1  square. 
W.  bish.  titkes  the  p. 

4.  B.  k.  bish.  to  the  q.  3d. 
W.  k.  kt.  to  his  k.  2d, 

5.  B.  k.  kt  .to  his  bish.  3d. 
W.  castles. 

C.  B.  bishop  takes  the  pawn, 
and  checks. 
W.  k.  takes  the  bishop. 

7.  B.  kt.  gives  check. 

Jf  the  white  go  into 
the  corner,  hy  giving 
him  check,  he  is  mated  in 
the  second  viove.  Go 
where  he  will,  he  has  tht 
worst  oj  the  game. 


Game  29. 
W.  q.  pawn  2  squares. 
1    B.  q.  pawn  the  same. 
W.  q.   bishop's   pawn  Q 
squares. 

2.  B.  pawn  takes  the  pawn. 
W.  k.  pawn  1  sq. 

3.  B.  k.  pawn  1  sq. 

W.    bishop    takes     tb« 
pawn. 


TUB    CHESS    PLAYER. 


133 


4.  B.  biishop  gives  check. 

W.  hisliop  interposes. 
6.  B    l)isli.  laiifs  it    and  cli. 

W.  kiii>,'lit  takes  the  bish. 
6.  B.  k.  kt.  to  his  k.  2(J  sq. 

W.  k.  kt.  to  his  k.  2cJ. 

liotk    skies    castlr,    and 
white's  game  is  best  opentd. 


Game  30. 

W.  k.  pawn  2  sq. 

1.  B.  k.  kt.  |)awn  1  sq. 
W.   q.  pawn  2  sq. 

2.  B.  k.  hish.  to  kt.  2d.  sq. 
W.  q.  hi^li.  pawn   1  sq. 

3.  B.  q.  kt.  pawn  1  sq. 
W.  k.  bish.  pawn  I  pq. 

4.  B.  q.  bish.  to  kt.  2d  j-q. 
W.  k.  bisii.  to  q.  :W. 

6.  B.  q.  kt.  to  her  bish.  :?d. 
\V.  k.  kt.  to  ills  k.  2d. 

6.  B.  k.  pawn  2  ^^quares. 
W.  q.  pawn  1  s^quare. 

7.  B.  q    kt.  to  k.  2d. 

W.  q.  kt.  to  iiis  q.  2d  sq. 
White  has  the  best  of 
the  game,  and  is  to  push 
his  (•awns  to  attack  that 
side  <if  the  board  where 
black  castles,  and  to  bring 
his  casllts  to  sustain  the 
attack. 


W.  k. 


Game  31. 
pawn  2  squares. 


1.  B.  q.  kt.  pawn  1  square. 
W.  q.  pawn  2  squares. 


B.  q.  bish.  to  kt.  2d  sq. 
W.  k.  hish.  to  q.  3d  sq. 
B.  k.  bisii.  pawn  2  :«q. 
VV.  k.  p.  takes  the  pawn. 
B.  b.  takes  k.  kt.  pawn. 
VV.  q.  ch.  at  adv.  cast.  4tb, 
B.  pawn  niterposes. 
W.  pawn  takes  the  p, 
B.  k.  kt.  to  his  bish.  3d. 
W.  pawn  takes  the  p. 
B.  kt.  takes  the  queen. 
W.   bisiiop  gives  clieck- 
mate  at  adv.  k.  kt.  3d. 


12 


Game  32. 
W.  k.  pawn  2  sq. 
B.  k.  pawn  1  sq. 
W.  qii(!en's  pawn  2  sq. 
B.  k.  kt.  to  his  bish  3d. 
W.  k.  bish.  to  q.  3d  sq. 
B,  q.  kt.  to  her  bish.  3d. 
W.  k.  kt.  to  hisl)ish.  3d. 
B.  k.  bi.^hop  to  iiis  k.  2d. 
W.  k.  castle's  pawn  2  sq. 
B.  king  castles. 
W.  k.  pawn  I  sq. 
B.  k.  kt.  to  the  q.  4th. 
W.  bish.  lakes  k.  castle's 

pawn  with  ch. 
B.  k.  takes  tiie  bish. 
W.  kt.  ch.  k.  at  his  5th. 
B.  k.  to  his  kt.  3d. 
W.  castles  pawn  ch. 
B.  k.  to  his  bish.  4th. 
W.  kt.  p.  2  sq.  and  ch.-m. 

Game  33. 
W.  k.  pawn,  2  squares. 


131 


THB   CHESS  PLAYER. 


1.  B.  the  same. 

W.  k.  bish.  p.  2  squares. 

2.  B.  pawn  lakes  the  pawn. 
W.  k,  kt.  to  his  bish.  iid. 

3.  B.  k.  castle's  p.  1  sq. 
W,  k.  bish.  to  his  q.  bish. 

4th. 

4.  B.  k.  kt.  pawn  2  sq. 
W.  k.  cas»h;'s  p.  2  sq. 

6.  B.  k.  bi.shf)p's  p.  1  sq. 
W.   k.  kt.  takes  k.  kt.  p. 

6.  B.  k.  bisli.  p.taked  the  kt. 
W.q.  ch.  at  adv.  k,  c.  4th. 

7.  B.  k.  to  liis  2d  square, 
W.  q.  to  k.  bish.  2dch. 

8.  B.  k.  to  his  q.  3d. 

W.  q.  to  adv,  q,  4th.  ch. 

9.  B.  k.  to  his2<i  square. 
W.  q.  to  her  k.  5th  giving 

check-mate. 


Game  ;54. 
W.  k.  pawn  2  sq. 

1.  B.  the  same. 

W.  k.  kt.  to  his  bish.  3d. 

2.  B.  q.  kt.  to  his  bish.  3d. 
W.   k.    bishop    to  his  q, 

bishop  4lh. 

3.  B.  the  same. 

W.  q.  bishop's  pawn  1  ?q 

4.  B.  k.  kt.  to  his  bish.  3d. 
AV,  q.  pawn  2  sq. 

6.  B.  pawn  takes  tlie  pawn. 

W.  pawn  takes  the  pawn. 

6.  B.   k.   bishop    checks    at 

q.  kt.  5tii, 

W.  kt.  covers  the  check 

at  bish.  3d. 


7.  B.  k.  kt.  takes  k.  pawn. 
W.  k.  castles. 

8.  B.  kt.  takes  the  knight. 
W.  pawn  takes  the  kt. 

9.  B.  bish.  takes  tiie  pawn. 
W.  q,  to  her  kt.  3d. 

10.  B.  bish.  takes  tiie  castle. 
W.  k.    bishop   takes   k. 

bishop's  pawn  and  ch. 

11.  B.  k.  to  his  bish.  sq. 
W.  q.  bishop  to  adv.  k. 

kt.  4th. 

12.  B.  q.  kt.  to  k.  2d  sq. 
W.  kt.  to  kino's  5th. 

13.  B.  q.  pawn  2  sq. 

W.  q,  to  her  k.  bish.  3d. 

14.  B.  q.    bishop    to  his   k. 
bishop  4th. 

W.  k.  bish.  to  adv.  k.  3d. 

15.  B.  k.  kt.  pawn  1  sq. 

W.  q.   bish.  ch.   at  adr. 
castle's  3d.     , 

16.  B.  k.  to  his  sq. 

W.  k.  bishop  gives  ch. 
mate  at  adv.  k.  bish.  2d. 


Game  35. 

Gambits. 
Gambit  signifies  that  sort 
of  game  which  commences 
by  pushing  the  king's  and 
king's  bishop's  pawns,  or 
those  of  the  queen  and 
queen's  bishop,  two  squares 
each,  in  lieu  of  employing 
one  to  defend  the  other. 
The  pawn  first  advanced  is 
styled  the  gambit  pawn ;  and 


THE    CHESS    PLAYER. 


135 


this  game,  formed  more  on 
experiment  than  system,  and 
depending  principally  on  the 
spirit  of  the  players,  varies 
so  much  that  few  certain 
rules  can  be  given.  A  gam- 
bit eqrially  well  played  by 
both  players  is  likely  lo 
prove  indecisive,  though  the 
power  which  either  player, 
sacrificing  his  pawn,  always 
has  of  attacking  the  other, 
will  certainly  prove  fatal, 
unless  the  opponent  plays 
uniformly  well  for  about  the 
first  doren  moves  of  the 
game.  The  capture  of  the 
pawn  is  a  feature  common 
to  ail  gambits,  and  it  is  ad- 
visable to  sacrifice  even  all 
the  pawns  on  the  king's  side 
in  order  to  take  the  adver- 
sary's king's  pawn,  because 
it  would  otherwise  prevent 
the  bishops  from  joining  in 
the  attack,  in  which  the 
king's  bishop  is  certainly  the 
best  piece,  and  the  king's 
pawn  the  most  serviceable 
man. 

W.  k.  pawn  2  sq. 

1.  B.  the  same. 

W.  k,  bish.  pawn  2  sq. 

2.  B.  pawn  takes  the  pawn. 
W.  k.  kt.  to  his  bish.  3d. 

3.  B.  q.  pawn  1  sq. 
W.  q.  pawn  2  sq. 

4.  Q,  k,  kt.  pawn  3  sq. 


W.    k.    bish.    to    his   q. 
bish.  4ih. 

5.  B.  k.  bish.  to  his  kt.  2d. 
W.  q.  bish.  pawn  1  sq. 

6.  B.  q.  kt.  to  her  bish.  '6d. 
W.  q.  to  her  kt.  3d  for  a 

double  attack. 

7.  B.  q.  to  her  bishop's  3d. 
W.  castles. 

8.  B.  k.  kt.  to  the  k.  2d. 


Game  30. 
W.  k.  pawn  2  sq. 

1.  B.  the  same. 

W.  k.  bish.  pawn  2  sq. 

2.  M.  pawn  takes  the  pawn. 
W.  k.  kt.  to  his  bish.  3d. 

3.  B.  q.  pawn  I  s-q. 
W.  q.  pavvn  2  t-q. 

4.  B.  k.  kt.  pawn  2  sq. 
W.  k.    bishop  to   his  q. 

bishop  4th. 

5.  B.  k.  bish.  to  his  kt.  2d. 
W.  k.  castle's  p.  2  sq. 

6.  B.  k.  castle's  p.  I  sq. 
W,  pawn  tdkes  the  pawn, 

7.  B.  pawn  takes  the  pawn, 
W.  c.  takes  the  castle. 

8.  B.  bishop  takes  the  castle, 
W.  q.  bish.  pawn  1  sq. 

This  is  a  very  good  defence. 


Game  37. 

W.  k.  pawn  2  squares, 

1.  B.  the  same. 

W.  k.  bishop's  p.  2  sq. 

2.  B.  pawn  takes  the  pawn. 
W.  k,  c,  pawn  2  sq. 


136 


THE    CHESS    PLAYEn. 


3.  B.  k.  bish.  to  his  k.  2d. 
W.  q.  to  the  k.  kt.  4lh. 

4.  B.  q.  pawn  2  squares. 
W,  q.  takes  kt.  pawn. 

5.  B.  bishop  to  his  iid  sq. 

Wins  the  same. 


Game  33. 
W.  k.  p;iwn  2  squares. 

1.  B.  the  same. 

W.  k.  bish.  pawn  2  sq- 

2.  B    pawn  takes  the  pawn. 

W.  k.  castle  p.  2  sq. 

3.  B.  k.  bish.  to  liis  k.  2(1. 
W.  q.  to  the  k.  kt.  4lh. 

4.  B.  q.  pawn  2  squares. 

'  W.    q.    to    k.    bish.    4th 
takes  pawn. 

5.  B.  bi^h()p  attacks   the  q. 
W.  q.  to  the  king's  3(J. 


Game  :}9. 
W.  k.  pawn  2  squares.  , 
B.  the  same. 
W.  k.  bish.  pawn  2  sq. 
B.  pawn  takes  the  pawn. 
W.  k.  castle's  p.  2  sq. 
B.  k.  bish.  to  his  k.  2fi. 
W.  q.  to  the  k.  kt.  4th' 
B.  q.  pawn  2  squares. 
W.  q.  tnkes  pawn  to  her 

bisi).  4th. 
B.  pawn  tnkes  the  pawn. 
W.  queen  tnkes  the  p. 
B.  kt.  to  his  bish.  3d. 


Game  40. 
W.  k  pawn  2  squares. 


1.  B.  the  same. 

W.  k.  bish.  pawn  2  sq. 

2.  B.  pawn  takes  the  pawn. 
■  W.  k.  kt.  to  his  bish.  3d. 

3.  B.  q.  pawn  1  square. 
W.k.  bish.  to  q.  bish  4th. 

4.  B.  q.  b.  to  adv.  k.  kt.  4th. 
W.  castles. 

5.  II.  bishop  takes  kt. 
W.  q.  takes  bishop. 

6.  B.  k.  kt.  pawn  2  squares. 
W.  q.  to  iier  kt.  3d  for  a 
double  attack. 


Game  41. 

W.  k.  pawn  2  squares. 
B.  the  same. 
VV.  k.  b.  pawn  2  sq. 
B.  pawn  takes  the  pawn. 
W.k.  I)ish.  toq.  bish.  4th. 
H.  k   kt.  pawn  2  squares. 
W.  k.  kt.  to  his  bish.  3d. 
B    k.  kt.  pawn  1  sq. 
W.  k.  kt.  to  ki nil's  5th. 
B.  q.  checks  the  king. 
W.  k.  to  his  bish.  sq. 
|}.  k.  kt.  to  his  c.  3d. 
W.  q.  pawn  2  squares. 
B.  q.  pawn  1  sciunre. 
W.  k.  kt.  to  q.  3d. 
B.   k.  p.  in  £.  bish.  file  1 
squnre. 

W.  k.  kt.  pawn  I  sq. 
B.  q.  gives  check. 
W.  k.  to  hisbislK)p's2d. 
V>.  q.  gives  clx-ck. 
W.  k.  to  his  3d  wins  tha 


THE    CHESS    PLATER. 


197 


game  by  the  kt.  attack- 
ing the  queen. 


Game  42. 
W.  k.  pawn  2  squares, 

1.  B.  the  same. 

W.  k.  bish.  pawn  2  sq. 

2.  B.  pawn  takes  the  pawn. 
W.  k.  kt.  to  his  bish.  3(J. 

3.  B.  U.  kt.  pawn  2  squares. 
W.k.  bish.  to  q.  bish.  4lh. 

4.  B.  k.  kt.  piwn  1  sq. 
W.  k.  kt.  to  the  k.  5th 

5.  B.  queen  gives  check. 
W.  k.  to  his  bish.  square. 

6.  B.  k.  kt.  to  his  bish.  3d. 
W.  k.  b.  takes  p.  and  ch. 

7.  B.  k.  to  his  q.  square. 
W.  q.  pawn  2  squares. 

8.  B.  k.  kt.  takes  the  pawn. 
W.  q.  to  her  kind's  2d. 

9.  B.  k.  kt.  gives  check  and 
wins  the  game. 


Game  43. 

W.  k.  pawn  2  squares. 

1.  B.  the  same. 

W.  k.  I),  pawn  2  squares. 

2.  B.  pawn  takes  the  pawn. 
W.  k.  kt.  to  his  b.  3d. 

3.  B.  q.  pawn  I  square. 
W.  k.  b  to  q.  bish.  4th. 

4.  B.  q.  bish.  to  k.  3d. 


Game  44. 

W.  k.  pawn  2  squares. 
I.  B.  the  same. 


W.  k.  bish  pawn  2sq. 

2.  B.  pawn  takes  the  pawn. 
W.  k.  kt.  to  his  bish.  3d. 

3.  B.  k.  kt.  to  his  bish.  3d. 
W.  k.  pawn  1  square. 

4.  B.  k.  kt.  to  his  c.  4th. 
W.  bishop  to  his  k.  2d. 

5.  B.  k.  bishop  to  his  k.  2d. 
W.  castles. 

6.  B.  casth,'s. 

W.  k.   kt.  to  his  k.  sq. 
wins  the  game. 

Game  45. 

W.  k.  pawn  2  sq. 

1.  B.  the  same. 

W.  k.  bish.  pawn  2  sq. 

2.  B.  q.  pawn  2  sq. 

W.  k.  pawn  takes  the  p. 

3.  B.  q.  takes  the  pawn. 
W.  q.  kt.   attacks  the  q. 

4.  B.  q.  to  her  king's  3d. 
W.  k.  kt.  to  his  bish.  3d. 

5.  B.    pawn    takes    the   p. 

checking. 
W.  k.  to  his  bish.  2d. 

6.  B.  k.  bishop  gives  ch. 
W.  q.  pawn  2  sq. 

7.  B.  k.  bishop  to  q.  3d. 
W.  k.  bishop  gives  ch. 

8.  B.  k.  to  his  bishop's  sq. 
W.  c.  attacks  the  q.  and 
wins  the  game,  either  hy 

taking  the  queen,  or  giving 
checkmate,  or  in  case  black 
covers  check,  his  queen  is 
lost. 


12* 


138 


THE    CHESS    PLAYER. 


Game  46. 

W.  k.  pawn  2  sq. 

1.  B.  the  same. 

W.  k,  bisi).  pawn  2  sq. 

2.  B.  pawn  takes  jhe  pawn. 
W.  k.  kt;io  hisl)isli.3<l. 

3.  B.  k.  bishop  to  his  k.  2d. 
W.    k.    bish.    to    his    q 

bisli.  4lh. 

4.  B.  bish.  gives  cb. 
W.  k.  kt.  pawn  1  sq. 

5.  B.  pawn  takes  the  p. 
W.  king  castles. 

6.  B.  p.  takes  the  p.  and  ch. 
W.  k.  to  his  castle's  sq. 

7.  B.  q.  p;iwn  2  sq. 

W.  bishop  takes  the  p. 

8.  B.  k.  kt.  to  his  bish.  3d. 
W.  bish.  takes  the  pawn 

with  check, 

9.  B.  k.  takes  the  bish. 

W.  k.  kt.  to  his  castle's 
4th  takes  ihe  bish. 

10.  B.  k.  castle  to  his  bish. 

sqisare. 
W.  k.  pawn  1  square. 

11.  B.  q.  gives  check. 
W.  kt.  covers  the  ch. 

12.  B.  k.  kt.  in  his  castle's 

4th. 
W.  k.  takes  the  pawn. 


Game  47. 
W.  k.  pawn  2  sq. 

1.  B.  the  same. 

W.  k.  bish.  pnwn  2  sq. 

2.  B.  pawn  takes  the  p. 


W.  k.  kt.  to  his  bish.  3d. 

3.  B.  k.  bisb.  to  his  k.  2d. 

■  W.    k,    bish.    to   his  q. 
bish.  4th, 

4.  B.  bishop  gives  ch. 
W,  pawn  covers  ch. 

5.  B,  pawn  takes  the  p. 
W,  king  cnstles, 

6.  B.  p,  takes  the  p.  with  ch. 
W,  k.  to  his  castle's  sq. 

7.  B.  q.  pawn  2  sq, 

W.  bish.  takes  the  p, 

8.  B.  k,  kt.  to  his  bish,  3d. 
W.    bish.    takes,  p.  with 

check. 

9.  B.  k.  tnkes  the  bish, 

VV.  k,  kt,  takes  the  bish. 
in  his  castle's  4th. 

10.  B.  k.  c.  to  his  bish.  sq. 
W.  q,  pawn  2  sq, 

11.  B,  k,  to  his  kt.  sq. 

VV,  q.  b.  to  the  k.  kt,  5th. 

12.  B.  k,  kt,  to  his  cast.  4th. 
W.  bish.  takes  the  q, 

13.  B,  castle  takes  the  castle 

with  ch. 
W.  q.  lakes  the  castle. 

14.  B,  kt.  ch.  both  k.  and  q. 

and  has   the   better  of 
the  game. 


Game  48. 
W,  k,  pawn  2  sq. 

1.  B.  the  same, 

W.  k,  bishop  pawn  2  sq. 

2.  B.  pnwn  tnkes  the  p. 
VV.  k.  kt,  to  his  bish.  iSd. 

3.  B,  k,  bish,  to  his  k.  2d. 


THB    CHESS   PLAYEtt. 


139 


W.  k.  bish.  to  his  q.  bisli. 
4th. 

4.  B.  bishop  gives  ch. 
W.  p;i\vii  covers  ch. 

5.  B.  piwii  lakes  the  p. 
W.  king  casiies. 

6.  B.  pawn  inkes  p.  with  ch. 
W.  k.  to  his  castle's  sq. 

7.  B.  q.  pawn  2  sq. 

W.  pawn  takes  the  p. 

8.  B.  k.  bishop  to  hisk  2il. 
W.  k.  kt.  to  iiis  k.  5th. 

9.  B.  k.  kt.  to   his  k.    bish. 

3d. 
W.  k.  kt.  takes  the  p. 

10.  B.  k.  takes  the  kt. 

W.  q.  pawn  1  sq.  and  ch. 
with  hish. 

11.  B.  bishop  interposes. 
W.  k.    bishop   takes  the 

bish.  and  ch. 

12.  B.  king  takes  the  bish. 
W.  pawn  takes  the  bish. 

13.  B.  kincr  takes  the  p. 

White  has  the  worst  of 
game  by  taking  the  pawn 
with  the  pawn,  instead  of 
the  bishop  in  the  eighth 
move. 


Game  49. 
W.  q.  pawn  2  sq. 

1.  B.  q.  pawn  the  same. 
W.  q.  bish.  pawn  2  sq. 

2.  B.  pawn  takes  the  pawn. 
W.  king's  pawn  2  sq. 

3.  B.  q.  kt.  piwn  2  sq. 
W,  q.  castle's  p.  2  sq. 


4.  B.  q.  bishop  pawn  1  sq. 
W.  q.  kt.  pawn  I  sq. 

5.  B.  the  ga:iil>it  pawn  takes 

the  pawn. 
W.  castle's  p.  takes  the 
pawn. 

6.  B.  q.  bish.  p.  takes  the  p. 
W.  k.  bish.   takes  pawn 

and  gives  ch. 

7.  B.  bishop  covers  the  ch. 
W.  queen  takes  the  p. 

8.  B.  bish.  takes  the  bish. 
W.  q.  takes  bishop  and 

gives  ch. 

9.  B.  queen  covers  ch. 

White  has  the  best  of 
the  game,  by  black's  sus- 
taining  the  gambit  pawn, 
at  the  ^Sd  move. 

Game  50. 

To  make  a  drawn  gome,  hav- 
ing your  king  only  a- 
gainst  a  king  and  a  jjawn. 
If  your  king,  having  the 
move,  is  opposite  to  your  ad- 
versary's king,  one  square 
only  being  between  them, 
in  that  case  always  play  your 
king  in  such  a  manner  as  to 
keep  his  king  opposite  to 
yours,  and  it  must  be  a 
drawn  game;  but  if  he  per- 
sists, by  endeavoring  to  win, 
he  must  lose  by  a  stalemate, 
in  drawing  you  upon  the 
last  square. 


140 


THE    CHESS   PLAYERi 


Game  51. 

To  gain  the   move   with  an 

equal  number   of  pawns, 

and  na  pieces. 

Suppose  your  adversary 
and  you  have  each  lour 
pawns  left,  two  upon  each 
side  of  the  board;  and  th.-it 
your  king  is  at  liberty  to 
attack  his  adversary's  pawns 
upon  one  side  ;  by  reckon- 
ing how  many  moves  it  will 
take  your  king  to  march  and 
capture  those  two  pawns, 
and  adding  the  number  of 
moves,  which  will  be  neces- 
sary for  yon  to  make  a  queen 
with  one  of  yours,  you  will 
find  out  the  exact  number 
of  moves  before  you  can 
make  a  queen.  Take  the 
like  method  with  your  ad- 
versary's game,  and  you  will 
perceive  who  has  gained  the 
move. 

This  is  so  necessary  a  pari 
of  the  game,  that  if  A  under- 
stands it,  and  B  does  not,  B 
has  little  chance  to  win. 


Game  52. 

Queen's  Mate. 
Situation. 
W.  king  at  his  square. 
W.  q.  at  adv.    k  castle's  2d. 
W.  castle  at  adv.  k.  bish.  2d. 
W.  pawn  at  his  king's  6th. 


B.  king  at  his  square. 
B.  castles  at  their  squares. 
White  to  play. 
W.  c.  ch.  at  adv.   king's 
bish.  square. 
1.  B.  castle  takes  the  castle. 
W.  queen  at  adv.   q.  2d. 
checkmates. 

Game  53. 

Castle's  Mate. 
Situation. 
W.  king  at  adv.  k.  kt.  4th. 
W.  queen  at  her  square. 
W.  castle  at  adv.  q.  square. 
W.  kt  at  adv.  k.  bish.  4th. 
B.  king  at  his  4lh. 
B.  q.  at  adv.  k.  bish.  2d. 
B.  castles  at  adv.  k.  bish.  sq. 
B.  pawn  at  his  k.  3d. 
White  to  play. 
W.  q.  checks  at  her  5th. 
I.  B  p.  must  take  queen, 
W.  c.  check-males  at  adr. 
king's  square. 


Gamf.  54. 
Bishop's  Mate. 

Situation. 
W.  king  at  his  square. 
W.  castle  at  adv.  q.  c.  2d. 
W.  b.  at  adv.  q.  kt.  3d  and 

adv.  q.  bish.  3d. 
B.  k.  at  his  b.  square. 
B.  q.  at  adv.  k.  castle's  2d. 
B.  c.  at  adv.  k.  castle's  3d. 
B.  kt.  at  adv.  k.  kt.  3d. 


TUB    CHESS   FLAYER. 


141 


While  to  ftlny. 
W.  q.  I>.  ch.  at  liis  5th. 

1.  B.  k.  lo  hiski.  sqiinre. 
W.  k.  I).  vM.  hisq.  5ili. 

2.  B  kiiiir  ill  ilif*  comer. 
W.  q.  hisli,  clicok-iuutes 

his  queen's  4lh. 

Gamb  55. 

Knights  Mate. 
Situation. 
W.  k.  at  Ills  ^;qlJilre. 
W.  c.  !it  Ills  t:q  q.  side. 
W.  kt,  at  adv.  q.  kt.  4th. 
B.  k.  ;it  his  q.  c  isile's  sq. 
B.  castle  at  q.  kt.  square. 
B.  bishop  at  hisq.  k:.  3d. 
B.  p.  at  q.  c.  2(!  and  q.  kl.  2d. 
While  to  plnij. 
W.  c.   takes   q.   c.  pawn 
with  check. 
1.  B  hish.  ninsi  takecnstle. 
W.  kt.    niates  at   adv.  q. 
bish.  2d. 


Game  56. 

Pawri'a   Mate. 

Situation. 

W.  k.  at  adv.  q.  bishop  ?q. 
W.  castle  at  his  q.  bish  2i 
W.  pawn  at   adv.  q.  kt.  3d. 

and  adv.  q.  bish.  4th. 
B.  k.  at  his  q.  cnsile's  sq. 
B.  q.  at  hei  k.  2d. 
B.  castle  at  adv.  k.  sq. 
White  to  play. 
W.  castle  ch.   at   his  q. 
casiie's  2d. 


1.  B.  q.  nmst  cover  ch. 
W.  pawn  I  sq.  ch-naates. 


Game  57. 

Mute  by  Disciivery. 
Situation 
W.  king  at  his  kt.  sq. 
W.  castle  at  his  k.«q. 
W.  bish.  at  q.  kt.  3d. 
W.  pawns  at  q.  castle's  2d, 

q.  hish.  4th,  k.  kt.  5th, 

and  k.  castle's  5th. 
B.  k.  at  his  bish.  2d. 
B.  castles  at  k.  bish.  sq.  and 

k.  kt.  sq. 
B.  q.  at  her  kt.  2d. 
B.  pawns  at   k.   kt.   and  k. 

castle's  2d. 
Block  to  piny. 
B.  q.  ch.  at  her  castle'a 
2d. 
1.  W.  queen's  bish.  p.  1  sq. 

covers    ch.    and     gives 

ch.-mate  by  discovery. 

Game  58. 

Smothi  red  Game. 

Situation. 

W.  k.  at  his  q.  kt.  sq. 
W.  q.  at  her  hish.  4th. 
VV.  kt.  at  k.  kt.  5th. 
W.  pawns  at  «j.   castle's  2d. 
q.   kt.  2d.    and  q.  bish. 

2rl. 

B.  k.  at  his  castle's  sq. 

B.  castle's  at  k.  kt.  3d,  and 

queen's  castle's  sq. 
B.  pawns  at  k.   kt.  2d,  and 


142 


THE    CIIKSS    PLAYER. 


king's  castle's  2d. 
White  to  play. 
W.    kt.    ch.    at    adv.    k. 
bis;h.  2(1. 

1.  B.  k.  to  his  kt.  sq. 

W.  kt.  to  adv.  k.  castle's 
3(1,  giving  and  discov- 
ering cl). 

2.  B.  k.  to  the  corner. 

W.  q.  to  adv.  k.  kt.  sq. 
checking. 

3.  B.  castle    must  take  the 

queen. 
W.  kt.   to   adv.   k.   bish. 
2d,  giving  check-niatc. 

Game  59. 

Forced  Stale-mate. 
Situation. 
W.  k.  at  his  q.  castle's  sq. 
W.  q.  at  her  bish.  2d. 
B.  k.  at  adv.  q.  castle's  3d. 
B.  queen  at  her  4th. 
B.  pawn  at  adv.  q.  cast.  2d. 


White  to  play. 
W.  q.  ch.  at  her  kt.  3d. 
1.  B.  must  take  either  with 
the  k.  or  q.  and  white 
wins  by  a  stale. 

Game  60. 

Mate  in  the.  middle  of  the 

Board. 

Situation. 

W.  k.  at  adv.  k.  2d. 

W.  castle's  at  their  queen's 

bisli.  sq.  and  k.  sq. 
VV.  pawn  at  his  k.  bish  3d. 
B.  k,  at  his  q.  4th. 
B.  castles  at  their  k.  bish. 

3d  and  5ih. 
B.  pawns  at  their  q.  bishop's 
3d  and  q.  5th. 
White  to  play. 
W.  castle  at   king's  sq. 
ch.  at  his  k.  5th. 
1.  B.  king  must  lake  castle. 
W.  castle  check-mates  at 
'  his  q.  bish.  5th. 


THE    CHESS   PLAYKR. 


143 


The  Round  Chess-board. 


The  above  is  a  drawing  of  a  round  Chess-board,  used 
by  TamerlaiHj  the  Great.  'Y\\p.  figures  on  ihis  plate  show 
the  march  of  the  knight,  in  order  to  cover  the  sixty-four 
squares  in  as  many  moves,  wliich  will  be  found  more  regu* 
lar  than  any  of  the  like  marches  on  the  square  board. 
Supposing  the  black  king  to  be  placed  on  the  square  mark- 
ed 48,  then  the  qtieen  is  to  be  plnceil  on  17.  The  bishops 
33  and  2;  the  knights  18  and  47;  ihe  castles  3  and  50, 
and  the  pawns  19,  4,  49,  fi4,  and  40.  51,  32.  1.  Th« 
white  king  will  then  stand  in  2o  ;  the  queen  in  40,  and  th« 


144 


THE    CHESS    PLATER. 


Other  pieces  in  the  StTme  order.  The  pieces  are  called 
Rei,  Fierce,  A/fin,  Cliivaiir,  Roc,  and  Puun.  It  will  be 
found,  in  playing,  that  the  power  of  the  caslle  is  the  double 
of  that  in  the  common  game,  and  that  of  the  bishop  only 
half;  the  former  having  sixteen  squares  to  range  in  and 
the  latter  only  four ;  that  the  king  can  only  castle  one  way, 
and  that  it  appears  to  be  very  difBcull  to  bring  the  game 
to  a  conchisiun.  Perhaps  it  was  not  intended  that  the 
pawns  should  be  metamorphosed  in  this  game.  Other 
peculiarities  may  possibly  be  discovered  by  such  as  are 
curious  enough  to  try  it,  and  thus  much  may  sufBse  for  a 
elue. 

Hit  sixty-four  moves   of  the   KnigJit  on  tJie  sixty-four 
squares  of  the  board  counting  square  1,  2,  3,  4,  ^c. 


M^12^ 

50 

M 

d^ 

^^^^ii 

42 

^m^ 

^^[^^ 

^M 

^wd 

MAo^m^ 

48 

m6o\ 

50^11^61 

||44^ 

^f2m\2oWm36lMse 

18  ^(Tra68^38^ 

^16^p2^34^^ 

THB    CHESS    PLAYER.  145 


REMARKS 
On  the  Position  of  the  King  Castling  on  the  right  or  left. 

The  King  is  confined  to  move  precisely  the  same  dis- 
tance from  his  original  square,  whether  he  castles  with  his 
own  Rnok  or  the  Queen's  Rook,  but  his  relations  to  the 
covering  Pawns  are  not  uniform  in  both  cases:  as  he  is 
not  shielded  equally  as  well  as  when  castled  on  his  own 
section,  and  one  Pawn  is  unprotected.  The  design  of  the 
Game  ns  a  gi/mnasium  for  the  mind,  is  promoted  by  this 
want  of  uniformity  :  were  it  indifferent  on  which  side  the 
King  secured  himself,  an  entire  class  of  manoeuvres  to 
preserve  the  more  useful  priviledge  would  become  unne- 
cessary; and  where  slight  circumstances  of  disadvantage 
interfered,  the  necessity  of  nicely  balancing  adverse  bear- 
ings on  the  two  positions,  would  not  exercise  the  player. 

Remarks  on  the  ancient  date  of  Chess-playing. 

Chinese  Mss.  accounts,  represent  the  inventor  of  the 
game  to  have  been  Hemsing,  a  Chinese  Mandarin,  emi- 
nent in  their  history  as  a  General,  but  they  fix  the  date  of 
the  incident,  at  only  174  years  before  the  christian  era, 
and  from  this  circumstance  it  is  supposed,  that  he  only 
introduced  it  into  China. 

The  ancient  Hindoo  game,  an  ingenious  hut  imperfect 
work  of  invention,  is  stated  in  the  Purans,  ancient  authori- 
ties among  the  Brahmins,  about  the  end  of  what  is  termed 
in  their  chronology,  the  second  age  of  the  world.  The 
wife  of  Ravan,  King  of  Lanca  (i.  e.  Ceylon)  devised  it  to 
amuse  him  with  an  image  of  a  field  of  war,  while  his  Me- 
tropolis was  closely  beseiged  by  Rama  ;  and  this  was  about 
2029  years' before  the  Christian  era. 

The  high  degree  of  polish  which  prevailed  in  the  Court 

ofRAVANat  tliis  early  period,   is  emphatically  noticed  in 

history:  in  an  ancient  Hindoo  painting,  hiscnpital  appears 

to  be  regularly  fortified  in  the  antique  style^  with  projecting 

13 


146  THE   CHESS   PLAYER. 


found  towers  and  battlements ;  and  he  is  said  to  have  de* 
fended  it  with  singular  ability ;  hence  his  people  were 
called  magicians  and  giants.  Ravan  appears  to  have 
been  the  Archimedes  of  Lanca. 

The  Hon.  D.  Barrington,  supposes  Chess  to  have  been 
introduced  into  Europe  in  the  Twelfth  century,  when 
Anna  Comnena  flourished  ;  at  which  time  it  was  rather 
commonly  played  at  Constantinople,  and  seems  to  have 
been  first  known  to  the  Italians,  through  their  vicinity 
to  Constantinople,  and  an  early  trade  with  the  eastern 
parts  of  the  Mediteranean.  From  Boccace,  who  lived  in 
the  14th  century,  we  find  it  an  usual  amusement  at  Florence. 
France  and  Spain  might  have  derived  it  from  Italy;  the 
Hon.  gentleman,  considers  it  most  probable  that  it  was  in- 
troduced into  England,  in  that  part  of  the  13th  century, 
which  followed  the  return  of  Edward  the  1st.,  from  the 
Holy  Land,  where  he  had  remained  so  long,  attended  by 
many  English  subjects. 

Remarks  on  the  Promotion  of  a  Pawn. 

A  Pawn  on  arriving  at  the  remote  eighth  square  of  the 
Chess-board,  is  to  be  promoted  or  transformed  to  one  of  the 
dignified  pieces;  on  the  general  supposition,  that  someone 
or  more  of  those  pieces  had  been  previously  lost. — viz.  to 
a  Queen,  Bishop,  Knight,  or  Castle. 

It  is  observable  that  Philidor,  always  compels  an  ex- 
change of  Queens  before  he  advances  a  Pawn  to  its  last 
stage;  but  examples  may  be  given,  where  a  skilful  player 
may  advance  a  Pawn  to  the  eighth  square,  before  any  ex- 
change had  taken  place:  in  that  case,  what  will  the  Pawn 
be  called,  and  of  what  use  will  it  be  to  the  player?  as  it 
cannot  remain  in  the  adversary's  line  as  a  nondescript, 
until  an  exchange  takes  place:  again,  suppose  a  player 
should  have  lost  a  Bishop  only,  and  that  from  the  white 
diagonals ;  and  the  Pawn  should  reach  a  black  square  : 
must  it  be  an  additional  Bishop  on  the  black  diagonals  7 
These  suggestions  have  induced  a  recommendation  of  the 


THE    CHESS   PLATER.  147 


following  provision,  from  an  eminent  writer  on  the  subject. 
Slioultl  a  Pawn  arive  at  the  promotion  line,  while  the  pieces 
of  the  same  party  remain  entire,  the  player  is  entitled  to 
call  for  an  extra  piece,  with  a  double  move  of  the  Knight, 
to  be  called  "  the  Hydra,"  to  meet  this  extreme  case. 

Those  who  regret  the  necessity  of  admitting  a  monster 
on  the  board,  far  more  tremendous  than  the  Rook,  may  be 
consoled  by  the  assurance  that  they  may  play  some  half-a- 
dozen  years,  without  witnessing  a  Pawn  pass  through  its 
whole  career,  before  a  single  piece  is  exchanged,  as  it 
would  always  be  more  politic  to  precipitate  any  exchange, 
except  that  of  the  Queen,  than  to  encounter  a  piece  flying, 
by  one  spring,  wherever  a  Knight  could  go  at  two  moves. 
The  power  of  this  new  piece,  cannot  be  definately  calcu- 
lated ;  but  it  would  be  nearly  an  equal  cope  with  the 
Queen,  as  it  could  reach  the  King  or  Queen,  or  any  other 
piece,  even  if  its  march  should  be  covered  with  men  :  a 
Doiihh-headcd  Knight,  carved,  would  sufficiently  repre» 
BCnt  The  Hydra. 


14S  THE    CHESS    PLAYER. 


OPINIONS    AND    ANECDOTES 


RESPECTING 


THE  GAME  OF  CHESS. 


Certainly  whoever  was  the  inventor  of  this  game,  I  will 
certify  to  you,  was  a  great  philosopher:  I  mean  a  person- 
age, wlio  under  this  witty  play,  has  represented  the  true 
image  and  portraiture  of  the  conduct  of  kings.  There  is  a 
king  and  a  dame,  assisted  by  two  fools,  (I)  and  after  them 
two  knights,  and  at  the  end  of  their  ranks,  two  rooks, 
otherwise  called  towers  or  castles.  Before  them  are  eight 
pawns,  who  are  to  pave  the  way  to  forlorn  hope.  What 
did  this  philosopher  mean  to  represent?  First,  as  to  the 
fools,  that  those  who  approach  the  nearest  to  kings,  are 
not  commonly  the  wisest  men,  but  the  best  jesters :  and 
notwithstanding  the  knights  are  not  sometimes  the  nighest 
to  kings,  so  is  it  that  even  as  the  knights  in  the  game  of 
Chess,  giving  by  their  leap  check  to  the  king,  he  is  coa- 
strained  to  cliange  his  place,  thu/s  likewise  there  is  nothing 
a  king  ought  so  much  to  fear  in  his  slate  as  the  revolt  of 
his  nobility;  for  that  of  the  population  may  easily  be 
smothered,  but  the  other  generally  brings  on  a  change  in 
the  state.  As  to  the  towers,  they  are  the  strong  cities 
which,  in  case  of  need,  offer  a  last  retreat  for  the  preserva- 
tion of  the  kingdom.  He  represents  to  you  a  king,  who 
marches  only  a  single  step  at  a  time,  while  all  the  other 


(1)    The  bishops  in  French  are  called  Fous,  or  fools. 


THE    CHESS   PLAYER.  149 


pieces  put  themselves  in  offence  as  well  as  defence  for  him, 
in  order  to  teach  us  that  it  is  not  for  a  king,  upon  whose 
life  depends  the  repose  of  all  his  subjects,  to  expose  him- 
self every  hour  to  the  hazard  of  strokes,  like  a  captain  or 
a  common  soldier,  seeing  that  his  preservation  permits  him 
to  make  an  extraordinary  leap  from  his  post  to  that  of  the 
tower,  as  in  a  strong  place,  and  tenable  against  the  assaults 
of  the  enemy;  but  above  all,  here  must  be  weighed  the 
privilege  which  he  gave  the  dame  of  taking  sometimes  the 
move  of  the  fools,  at  others  that  of  the  towers.  For,  in- 
deed, there  is  nothing  has  so  much  authority  over  kings  as 
the  ladies,  of  whom  they  are  not  ashamed  to  acknowledge 
themselves  servants.  1  do  not  here  understand  those  who 
are  joined  to  them  by  marriage,  but  others  with  whom  they 
fall  in  love ;  and  for  this  reason,  I  am  of  opinion  that  he 
who  calls  this  piece  dame  and  not  queen  says  best.  Finally, 
this  whole  game  is  terminated  by  the  king's  male;  if  all 
the  other  pieces  are  not  upon  their  guard,  they  may  be 
taken,  and  for  the  same  reason  are  put  off  the  board  as 
dead  ;  but  for  that,  the  king  has  not  lost  the  victory;  he 
may  sonii;times  obtain  it  with  the  lesser  number  of  men, 
according  as  his  army  is  well  conducted.  Moreover,  the 
king  is  never  dishonored  so  much  as  for  one  even  to  sup- 
pose he  is  taken,  but  he  is  reduced  to  this  dilemma,  that 
being  devoid  of  all  support,  he  can  move  neither  here  nor 
there;  whereof  he  is  said  to  be  mated;  to  show  us  that  let 
whatever  disaster  happen  to  a  king,  we  must  not  attempt 
any  thing  against  his  person.  As  to  the  rest,  the  king's 
mate  is  the  closure  of  the  game,  though  he  were  in  the 
midst  of  his  pieces,  which  signifies,  tluit  on  the  preserva- 
tion or  ruin  of  the  king,  depends  the  preservation  or  ruin 
of  the  state.  One  thing  I  must  not  forget,  which  is  the 
recompense  of  the  pawns,  when  they  can  gain  the  ex- 
tremity of  the  chess-board  on  our  adversary's  side,  as  if 
they  had  been  the  first  to  scale  the  breach  ;  for  in  this  case, 
they  are  substituted  in  the  place  of  those  honorable  piece.s, 
which,  by  having  been  taken,  are  thrown  out  of  the  board: 

13» 


150  THE    CHESS    PLAYER. 


it  is  in  this  effect,  representing  as  well  the  rewards  as  the 
penalties,  which  ought  in  a  republic  to  attend  good  or  evil 
doers.     (Extracts  from  "Les  Recherches  de  la  France.") 

In  a  work  lately  published,  the  author  says,  "It  is 
singular  that  men  find  amusement  in  intense  thinking 
games,  although  that  application  appears  so  very  irksome 
on  most  other  occasions ;  but  it  is  your  speculative  geniuses 
chiefly  that  delight  in  thoughtful  games.  The  vulgar, 
who  are  accustomed  to  bodily  labor,  in  like  manner  de- 
light in  athletic  exercises.  It  would  seem  at  first  sight, 
that  the  laboring  man,  by  way  of  varying  tlie  scene,  would 
sit  down  to  some  game  that  required  thinking,  and  that 
the  sedentary  professor  would  be  forward  to  exercise  his 
outward  man,  and  revel  in  all  the  gambols  of  animal  na- 
ture :  but  such  is  the  power  of  omnipotent  and  everlasting 
habit,  that  smitiis,  carpenters,  and  shoemakers,  are  seen 
in  crowds  playing  at  skittles  or  cricket,  while  gentlemen 
of  fortune  and  education,  forgetful  of  their  wives,  their 
children,  and  the  very  times  appointed  for  bodily  refresh- 
ment, sit  poring  over  a  chess-board." 

In  a  history  of  the  Goths,  Swedes,  and  Vandals,  where- 
of an  Englisii  abridgment  appeared  in  1G58,  we  read : — 
"It  is  a  custom  among  the  most  illustrious  Goths  and 
Swedes,  when  they  should  honestly  marry  their  daughters, 
to  prove  the  disposition  of  the  suitors  that  come  to  them 
and  to  know  their  passions,  especially  by  playing  with 
them  at  Chess : — for  at  this  game,  their  anger,  love, 
peevishness,  covetousness,  dullness,  idleness,  and  many 
raore  mad  pranks,  passions,  and  motions  of  their  minds, 
and  the  forces  and  properties  of  iheir  fortunes  are  used  to 
be  seen  ;  as  whether  the  wooer  be  rudely  disposed,  that 
he  will  indiscieetly  rejoice  and  suddenly  triumph  when  he 
wins,  or  whether  when  he  is  wronged,  he  can  patiently 
endure  it  and  wisely  put  it  off." 

In  the  Gentleman's  Magazine,  the  editor  says :  "  We 


TUB    CHESS   PLAYES.  151 


will  venture  to  assert  that  after  mathematics,  logic,  arith- 
metic, and  perhaps  one  or  two  more  sciences,  we  are  not 
acquainted  wiih  any  thing  that  more  strengthens  the  mind 
than  Chess.  Were  it  poi*sible  to  know,  that  two  men 
were  of  exactly  equal  powers,  natural  and  acquired  in 
every  other  respect  but  with  rogard  to  Chess,  and  if  A 
could  play  well  at  Chess  and  B  could  not.  A,  we  should 
see,  (could  we  see  such  things)  would  check-mate  B  in 
every  profession  and  every  situation  in  life,  where  they 
were  opposed.  It  is  not  a  trifle  to  be  accustomed  to  turn 
and  twist  one's  mind  to  the  shifting  combinations  of  thirty- 
two  men,  with  six  different  movements  on  sixty-four 
squares.  Lord  Chatham,  upon  being  complimented  on 
one  of  his  finest  strokes  in  politics,  is  reported  to  have 
Baid  that  he  deserved  little  praise,  for  his  success  arose 
only  from  having  been  check-mated  by  discovery  the  day 
before  at  Chess.  Many  of  the  most  celebrated  generals 
have  been  renowned  for  their  skill  in  Chess,  and  Cunning- 
ham, the  first  chess-player  of  his  time,  has  given,  in  his 
History  of  Grent  Britain,  beyond  all  comparison,  the  most 
clear  and  intelligible  descriptions  we  have  yet  seen,  of  the 
military  movements  and  actions  of  those  illuslrif»us  com* 
manders  that  adorned  the  dawn  of  the  last  century." 

The  following  remarkable  anecdote  we  have  from  Dr. 
Robertson,  in  his  history  of  Charles  V. — John  Frederic, 
Elector  of  Saxony,  having  been  taken  prisoner  by  Charles, 
was  condemned  to  death.  The  decree  was  intimated  to 
him  while  at  Chess  witli  Ernest  of  Brunswick,  his  fellow 
prisoner.  After  a  short  pause,  and  making  some  reflections 
on  the  irregularity  and  injustice  of  tlie  emperor's  proceed- 
ing's, he  turned  to  his  antagonist,  whom  he  challenged  to 
finish  the  game.  He  played  with  his  usual  ingenuity  and 
attention ;  and  having  l^eat  Ernest,  expres.-«;d  all  the  satis- 
faction that  is  commonly  felt  on  gaining  such  victories. 
He  was  not,  however,  put  to  death,  but  set  at  liberty  alter 
five  year's  imprisonment. 


152  THE    CHESS    PLAYER. 


-  We  are  told  that  Charles  I.  was  at  Chess,  when  news 
was  brought  of  the  finaf  intention  of  the  Scots  to  sell  him 
to  the  English  ;  but  so  little  was  he  discomposed  by  this 
alarming  intelligence,  that  he  continued  the  game  with 
the  utmost  composure;  so  that  no, person  could  have 
known  that  the  letter  he  received  had  given  him  informa- 
tion of  any  thing  remarkable.  King  John  w.is  playing  at 
Chess,  when  the  deputies  from  Rouen  came  to  acquaint 
him  that  their  city  was  besieged  by  Philip  Augustus, 
but  he  would  not  hear  them  until  he  had  finished  the 
game.  It  is  also  related  of  Al  Amin,  the  Caliph  of  Bag- 
dad, that  he  was  engaged  at  Chess  with  his  freedman 
Kuthar  at  the  time  when  Al  Mamun's  forces  were  cary- 
ing  on  the  siege  of  that  city  with  so  much  vigor  that  it 
was  on  the  point  ol  being  carried  by  assault.  The  caliph 
is  said  to  have  cried  out,  when  warned  of  his  danger, 
"Let  me  alone,  for  I  see  check-mate  against  Kutiiar." 
Ferrand,  Count  of  Flanders  was  so  often  defeated  at 
Chess  by  his  wife,  that  a  mutual  hatred  took  place  between 
them.  King  James  I.  of  England,  used  to  style  this  game 
a  Philosophic  Folly.  Charles  Xlf.  of  Sweden,  when  sur- 
rounded in  a  house  at  Bender  by  the  Turks,  barricaded 
the  premises,  and  then  coolly  sat  down  to  Chess;  this 
prince  always  used  the  king  more  than  any  other  piece, 
and  tliereby  lost  nearly  every  game,  not  perceiving  that 
the  king,  although  the  most  considerable  of  all,  is  impo- 
tent either  to  attack  his  enemies,  or  defend  himself,  with- 
out the  assistance  of  his  people. 

A  curious  anecdote  is  related  of  Lord  Sunderland  and 
Mr.  Cunningham,  who  were  particular  friends,  and  passed 
many  an  evening  together  in  playing  at  Chess.  J^ord  Sun- 
derland observed,  that  whenever  he  rode  to  Mr.  Cunning- 
ham's, he  most  assuredly  lost,  but  always  won  when  he 
sent  the  carriage  to  fetch  his  friend.  In  order  to  ascertain 
the  fact  completely,  his  lordship  continued  regularly  send- 
ing for  Mr.  Cunningham,  till  the  latter  being  nt  length  out 
of  humor  with  a  constant  scries  of  ill  luck,  the  discovery 


THE    CHESS   PLATER.  153 


was  imparted  to  him,  and  they  afterwards  visited  each 
other  by  turns,  and  of  course  played  with  alternate  suc- 
ce.ss. 

In  the  Chronicle  of  the  Moorish  Kings  of  Grenada,  we 
find  it  related,  that  in  1396  Mehemed  Balba  seized  upon 
the  crown  in  prejudice  of  his  elder  brother,  and  passed 
his  life  in  one  continual  round  of  disasters.  His  wars  with 
Castile  were  invariably  unsuccessful  ;  and  his  death  was 
occasioned  by  a  poisoned  vest.  Finding  his  case  des- 
perate, he  despatched  an  officer  to  the  fort  of  Salobreno 
to  put  his  brother  Jusaf  to  death,  least  that  prince's  ad- 
herents should  form  any  obstacle  to  his  son's  succession. 
The  alcayde  found  the  prince  playing  at  Chess  with  an 
alfaqui,  or  priest.  Jusaf  begged  hard  for  two  hours'  res- 
pite, which  was  denied  him  ;  at  last  with  great  reluctance 
the  officer  permitted  him  to  finish  the  game;  but  before 
he  had  finished,  a  messenger  arrived  with  the  news  of  the 
death  of  Mehemed,  and  the  unanimous  election  of  Jusaf 
to  the  crown. 

The  following  account  of  an  automaton  chess-player 
exhibited  in  England,  in  1783,  may  not  be  uninteresting 
to  the  reader.  Mr.  Kempelen,  a  gentleman  of  Presburg 
in  Germany,  constructed  an  automaton  capable  of  playing 
at  Chess.  Every  one  who  is  in  the  least  acquainted  with 
this  game  must  know  that  it  is  so  far  from  b6ing  mechani- 
cally performed,  that  it  requires  a  greater  exertion  of  the 
judgment  and  rational  faculties  than  is  sufficient  to  accom- 
plish many  matters  of  greater  importance.  An  attempt, 
therefore,  to  make  a  wooden  chess-player,  must  appear  as 
ridiculous  as  to  make  a  wooden  preacher  or  councellor  of 
state.  That  this  machine  really  was  made,  however,  the 
public  have  had  occular  demonstration.  The  inventor 
came  over  to  Britain  in  1783,  where  he  remained  above  a 
year  with  his  automaton.  It  is  a  figure  as  large  as  life, 
in  a  Turkish  dress,  sitting  behind  a  table,  with  doors  of 
three  feet  and  a  half  in  length,  two  in  depth,  and  two  and 


J 


154 


THE    CHESS   PLAYER. 


a  half  in  height.  The  chair  on  which  it  sits,  is  fixed  to 
the  table,  which  runs  on  four  wheels.  The  automaton 
leans  its  right  arm  on  the  table,  and  in  its  left  holds  a 
pipe :  with  this  hand  it  plays  after  the  pipe  is  removed. 
A  chess-board  of  eighteen  inches  is  fixed  before  it.  This 
table,  or  rather  cupboard,  contains  wheels,  levers,  cylin* 
ders,  aud  other  pieces  of  mechanism,  all  which  are  pub- 
licly displayed.  The  vestments  of  the  automaton  are  then 
lifted  over  its  head,  and  the  body  is  seen  full  of  similar 
wheels  and  levers.  There  is  a  little  door  in  its  thigh, 
which  is  likewise  opened;  and  with  this,  and  the  table 
also  open,  and  the  automaton  uncovered,  the  whole  is 
wheeled  about  the  room.  The  doors  are  then  shut,  and 
the  automaton  is  ready  to  play;  and  it  always  takes  the 
first  move.  At  every  motion,  the  wheels  are  heard  ;  the 
image  moves  its  head  and  looks  over  every  part  of  the 
chess-boi1rd.  Wlien  it  checks  the  queen,  it  shakes  its 
head  twice,  and  thrice  in  giving  check  to  the  king.  It 
likewise  shakes  its  head  when  a  false  move  is  made,  re- 
places the  piece,  and  makes  its  oivn  move;  by  w^hich 
means  the  adversary  loses  one.  Mr.  de  Kempelen  re- 
marks as  the  most  surprising  circumstance  attending  his 
automaton,  that  it  had  been  exhibited  at  Presburg,  Vien- 
na, Paris,  and  London,  to  thousands,  many  of  whom  were 
mathematicians  and  chess-players,  and  yet  the  secret  by 
which  he  governed  the  motion  of  its  arm  was  never  dis- 
covered. He  prided  himself  solely  on  the  construction  of 
the  mechanical  powers  by  which  the  arm  could  perform 
ten  or  twelve  moves.  It  then  required  to  be  wound  up 
like  a  watch,  after  which  it  was  capable  of  continuing  the 
same  number  of  motions.  The  automaton  could  not  play 
unless  Mr.  de  Kempelen  or  his  substitute  was  near  it  to 
direct  its  moves.  A  small  square  box,  during  the  game, 
was  frequently  consulted  by  the  exhibitor,  and  herein  con- 
sisted the  secret,  which  he  said  he  could  in  a  moment 
communicate.  He  who  could  heat  Mr.  de  Kempelen  was, 
of  course,   certain  of    conquering  the   automaton.     His 


TUK    CHESS   PLAYER.  155 


own  account  of  it  was: — "C'est  une  bagatelle  qui  n'esl 
pas  sans  merite  du  cote  du  mechanisme,  mais  les  effets 
n'en  paioissent  si  merveilleux,  que  par  la  hardiesse  de 
I'idee,  et  par  I'heureux  choix  des  inoyens  employees  pour 
faire  rillusion."  In  order  to  counteract  the  supposition 
that  the  machine  was  directed  by  a  concealed  magnet, 
the  strongest  and  best  armed  loadstone  was  allowed  to  be 
placed  on  it  by  any  of  the  spectators.  Many  other  curious 
imitations  of  the  human  body,  as  well  as  of  other  animals, 
have  been  exhibited,  though  none  of  them  equal  to  this 
chess-player. 


The  dame  of  the  white  king  is  always  in  the  while 
square  of  the  king's  left  hand  ;  that  white  house  signifies 
chastity,  which  perfectly  embellishes  a  woman,  and  which 
she  ought  carefully  to  preserve  with  her  other  virtues. 
That  she  is  at  the  left  hand,  denotes  that  she  goes  under 
the  protection  and  defence  of  her  husband.  That  of  the 
black  king  is  in  a  black  house,  and  on  the  right  hand, 
and  this  is  to  make  the  pieces  answer  each  other  in  the 
order  of  the  chess-board.  We  can  also  give  some  reason 
why  she  is  in  a  black  house  on  the  right  of  her  husband, 
because  a  woman  must  shine  only  in  the  rays  of  her  hus- 
band, by  whom  she  is  more  honored  than  any  other  person 
in  his  kingdom,  which  is  the  signification  of  her  situation 
at  the  right  hand,  it  being  the  custom  to  place  at  the  right 
hand  those  who  are  intended  to  be  most  honored.  (Eoe- 
tract  from  a  Spanish  work.) 


THE    END. 


COPPER  PLATE  AND  TYPE  PKINTING, 

AND 

PUBLISHIUG     IIOOIVES7 

Qn  0-.   53  ^tuaiPuiiatoiV/   O  ttect,     oJ(K>toii/. 

NATHL.    DEARBORN, 

Respectfully  informs  the  public,  that  he  is  ready  at  nil 
times  to  furnish  CARDS,  Engraved  mid  Printed,  for 
Visits,  Marriage,  or  for  Business;  of  the  first  quality 
in  every  respect,  and  with  the  speed  of  modern  improve- 
ments. 

ENGRAVINGS  accomplished  on  Copprr,  Steel,  Brass 
and  Wood  :  Portraits,  Bill  heads,  Vjgnettls,  Fac- 
tory Stapms,  &-C. 

DOOR  and  NUMBER  PLATES  furnished,  of  <S7^cr 
Plate,  Glass  and  Brass;  and  lettered  in  every  variety  of 
style, 

L'tttr,  Counting  House  and  Socitti/  SEALS,  cut  in 
Steel,  Jirasx,  or  Siltnr. 

STKNCIL  NAME  PLATES,  cut  in  Silver,  Brass, 
and  Tin  ;  llie  former  for  marking  Clothes,  and  the  latter 
for  marking  Merchandize. 

TYPE  PRINTING  executed  in  good  style;  Cards, 
Bill-htads,  Handbills,  ^c. 

EMBOSSING  done  from  a  variety  of  Die  Plates. 

Gall,  SiiVcr  and  Bronze  Printing,  from  Engraved 
Plates,  or  with  Types. 

PERSPECTIVE  DRAWINGS  made  of  Machinery; 
Specifications  correctly  drawn  out,  and  Patents  obtained. 

Januanj,  1 841. 


E 2 n (S w 5? B ®   nsf   gs'jBiiiLi   ©m   s®]?i?iiia, 

PDELISHED    AND   FOR    SALE   BY 

ITATHI..    DEARBORIf; 

By  the  single   copy  or  in  any  quaniities. 

Viz:  Portrait  of  Rev.  Dr.  WM.  E.  CHANNING,  on  which  one 
years  labor  by  a  first  rale  artist,  was  devoted. 

A  Steel  plate  on  which  the  EIGHT  PRESIDENTS  OF  THE 
U.  S.  AND  LADY  WASHINGTON  are  well  engraved,  and 
Mhich  are  pronounced  good  likenesses,  with  the  date  of  their 
birth,  &c. 

Port,  ait  of  President  JOHN  ADAMS, 
do       of  J.  FENMORE  COOPER,  the  American  Sir  Walter 
Scott. 

Portrait  of  EDWIX  FORREST,  the  best  published, 
do       of  Gov.  MARCUS  MORTON. 

Miniature  of  President  VAN  BUREN. 

do        of  Gov.  JOHN  DAVIS— large  and  small. 

do        ofGEORGl-:  WASHINGTO.V. 

do        of  Maj.  Gen.  WM.  H.  HARRISON. 

do  do  do  do  and  Log  Cabin. 

Miniature  Steel  plate,  the  DECLARATION  OF  INDEPEN- 
DENCE, witli  a  Fac  similie  of  the  signers  names,  and  picture  of 
the  Congress  of  1775,  on  an  enamelled  Card. 

Memoir  of  Hon.  D.  WEBSTER,  and  the  splendid  Vase,  on  a 
Card. 

Engraving  of  Gen.  Harrison's  LOG  CABIN,  with  an  account  of 
the  same. 

Card  Map  of  the  STATE  OF  iMASSACHUSETTS,  and  of  the 
CITY  OF  BOSTON. 

Card  Map  of  the  STATE  OF  MAINE,  with  Five  Vignettes, 
a  gem  in  the  !\lap  line. 

Card  Chakt  of  BOSTON  HARBOR,  Fishing  Grounds,  depth 
of  Water  at  low  tide,  &c. 

Pocket  and  Roller  Map  of  the  STATE  OF  MASSACHU- 
SETTS, on  which  is  delineated  Boston,  Lowell,  Salem,  Worcester, 
and  Springfield, — size  32  by  23  inches. 

Pocket  and  Roller  Map  of  the  ENTIRE  CITY  OF  BOSTON, 
clearly  lettered  and  beautifully  engraved. 

Pocket  IMap  of  the  Grounds  and  Roads  of  MOUNT  AUBURN 
CEMETARY,  with  a  Catalogue  of  the  owners,  Rules  to  be  observ- 
ed. &c.  iV:c. 

Steel  Plates  of  NOTES,  DRAFTS,  and  CHECKS. 

A  verj'  large  variety  of  Factory  Tickets  and  Labels  for  Goods  ; 
Tags  for  Satinets,  A:c.  of  various  sizes,  quality  and  price.  Drug- 
gists and  Manufacturers'  Labels,  A:c. 


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